Closed kvark closed 3 years ago
Is this resulting in a Metal Validation error? Can you check if it happens with -autoconfig_level N where N=3,2,1,0. I'm having trouble reproducing this so far. I'm not sure how it could happen yet - our renderpass compatibility check does definitely look at color target formats matching.
My apologies, this turned out to be a small error in my code. I wasn't initializing the sample count properly at the start of a secondary command buffer.
Your system information
System information from steam (
Steam
->Help
->System Information
) in a gist:system-info.txt
Have you checked for system updates?: Yes
Are you using the latest stable video driver available for your system? Yes
Have you verified the game files?: No
Please describe your issue in as much detail as possible:
I'm seeing Dota2 trying to issue a draw call when the active graphics pipeline is not compatible with the render subpass. The subpass color is
BGRA8Unorm_sRGB
with depth-stencilDepth32Float_Stencil8
. The pipeline bound has colorRGB10A2Unorm
with depth-stencilDepth32Float_Stencil8
. The draw call looks like a regular quad: 4 vertices, single instance, no indices.Note: this is the first time the game tries to use
RGB10A2Unorm
, hopefully this is helpful to identify the spot in your code.If my reading (of Dota2 command stream) is correct, this is invalid use of Vulkan. I'd expect the draws only be issued with compatible pipelines in the render pass.
Steps for reproducing this issue: