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So from my understanding here is what is happening.
When you add a draw command to the SyncCommandBufferBuilder, it will check if the textures bound by the descriptor set have a current layout that differs from the initial layout of the Texture. You can see this check happening here. If that is the case, it will insert a layout transition and set state.memory.exclusive to true.
When you now add a second draw call, draw will fail here, since state.memory.exclusive was previously set to true.
This access should be safe, since the layout transition is behind a barrier and thus already completed when we want to read from the texture.
Removing the initial setting of state.memory.exclusive fixes the bug for me, so I have also created a pull request to remove that line.
The text was updated successfully, but these errors were encountered:
So from my understanding here is what is happening.
When you add a draw command to the
SyncCommandBufferBuilder
, it will check if the textures bound by the descriptor set have a current layout that differs from the initial layout of the Texture. You can see this check happening here. If that is the case, it will insert a layout transition and setstate.memory.exclusive
totrue
.When you now add a second draw call,
draw
will fail here, sincestate.memory.exclusive
was previously set totrue
.This access should be safe, since the layout transition is behind a barrier and thus already completed when we want to read from the texture.
Removing the initial setting of
state.memory.exclusive
fixes the bug for me, so I have also created a pull request to remove that line.The text was updated successfully, but these errors were encountered: