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fix(rendering): water reflection render pass compat, anisotropy feature, shadow pool race
Three bugs found via AMD RADV crash log: 1. Water reflection render pass used BOTTOM_OF_PIPE as srcStageMask but pipelines were created against the main pass (EARLY_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT). AMD enforces strict render pass compatibility → SIGSEGV when scene renders into reflection texture. 2. samplerAnisotropy was never enabled during device creation despite being used in sampler creation — now requested via PhysicalDeviceSelector. 3. Shadow texture descriptor pool was reset each frame while prior frame's command buffers might still reference it. Split into per-frame-slot pools so each reset is fence-guarded.
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4 changed files with 20 additions and 12 deletions
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@ -279,8 +279,11 @@ bool VkContext::createSurface(SDL_Window* window) {
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bool VkContext::selectPhysicalDevice() {
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vkb::PhysicalDeviceSelector selector{vkbInstance_};
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VkPhysicalDeviceFeatures requiredFeatures{};
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requiredFeatures.samplerAnisotropy = VK_TRUE;
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selector.set_surface(surface)
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.set_minimum_version(1, 1)
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.set_required_features(requiredFeatures)
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.prefer_gpu_device_type(vkb::PreferredDeviceType::discrete);
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auto physRet = selector.select();
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