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

@ -1784,7 +1784,7 @@ void WaterRenderer::createReflectionResources() {
VkSubpassDependency dep{};
dep.srcSubpass = VK_SUBPASS_EXTERNAL;
dep.dstSubpass = 0;
dep.srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dep.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dep.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dep.srcAccessMask = 0;
dep.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;