fix: correct water refraction barrier srcAccessMask to prevent VK_ERROR_DEVICE_LOST

The captureSceneHistory barrier was using srcAccessMask=0 with
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT when transitioning the swapchain
image from PRESENT_SRC_KHR to TRANSFER_SRC_OPTIMAL.  This does not
flush the GPU's color attachment write caches, causing VK_ERROR_DEVICE_LOST
on strict drivers (AMD, Mali) that require explicit cache invalidation
before transfer reads.

Fix: use VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT + COLOR_ATTACHMENT_OUTPUT
as the source mask so color writes are properly made visible to the
transfer unit before the image copy begins.

Also remove the now-unnecessary "requires FSR" restriction in the
settings UI — water refraction can be enabled independently of FSR.
This commit is contained in:
Kelsi 2026-03-18 02:20:35 -07:00
parent 8abb65a813
commit fa3a5ec67e
2 changed files with 8 additions and 11 deletions

View file

@ -1142,10 +1142,14 @@ void WaterRenderer::captureSceneHistory(VkCommandBuffer cmd,
};
// Color source: final render pass layout is PRESENT_SRC.
// srcAccessMask must be COLOR_ATTACHMENT_WRITE (not 0) so that GPU cache flushes
// happen before the transfer read. Using srcAccessMask=0 with BOTTOM_OF_PIPE
// causes VK_ERROR_DEVICE_LOST on strict drivers (AMD/Mali) because color writes
// are not made visible to the transfer unit before the copy begins.
barrier2(srcColorImage, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
0, VK_ACCESS_TRANSFER_READ_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
barrier2(sh.colorImage, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_TRANSFER_WRITE_BIT,

View file

@ -15928,18 +15928,11 @@ void GameScreen::renderSettingsWindow() {
}
}
{
bool fsrActive = renderer && (renderer->isFSREnabled() || renderer->isFSR2Enabled());
if (!fsrActive && pendingWaterRefraction) {
// FSR was disabled while refraction was on — auto-disable
pendingWaterRefraction = false;
if (renderer) renderer->setWaterRefractionEnabled(false);
}
if (!fsrActive) ImGui::BeginDisabled();
if (ImGui::Checkbox("Water Refraction (requires FSR)", &pendingWaterRefraction)) {
if (ImGui::Checkbox("Water Refraction", &pendingWaterRefraction)) {
if (renderer) renderer->setWaterRefractionEnabled(pendingWaterRefraction);
updateGraphicsPresetFromCurrentSettings();
saveSettings();
}
if (!fsrActive) ImGui::EndDisabled();
}
{
const char* aaLabels[] = { "Off", "2x MSAA", "4x MSAA", "8x MSAA" };