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.
This commit is contained in:
Kelsi 2026-04-03 17:41:14 -07:00
parent 62b8a757a3
commit 4f7912cf45
4 changed files with 20 additions and 12 deletions

View file

@ -279,8 +279,11 @@ bool VkContext::createSurface(SDL_Window* window) {
bool VkContext::selectPhysicalDevice() {
vkb::PhysicalDeviceSelector selector{vkbInstance_};
VkPhysicalDeviceFeatures requiredFeatures{};
requiredFeatures.samplerAnisotropy = VK_TRUE;
selector.set_surface(surface)
.set_minimum_version(1, 1)
.set_required_features(requiredFeatures)
.prefer_gpu_device_type(vkb::PreferredDeviceType::discrete);
auto physRet = selector.select();