Comments (4)
Your application contains invalid use of Vulkan which causes this behaviour.
In particular you use two different pipeline layouts for the pre-rasterization shaders and fragment shaders libraries, and they do not define identical push constants, which violates VUID-VkGraphicsPipelineCreateInfo-flags-06621
:
If one element of
VkPipelineLibraryCreateInfoKHR
::pLibraries
includesVK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT
and another element includesVK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT
, push constants specified inlayout
in both this pipeline and the library which are available to shader stages in each must be identically defined.
VK_PIPELINE_LAYOUT_CREATE_INDEPENDENT_SETS_BIT_EXT
only applies to descriptor sets, as the name implies, push constant ranges must still be identically defined in all pipeline layouts used.
If you are not seeing an error from the validation layers on this I would first make sure you have them enabled correctly, and if you do then file an issue with the validation layers to ensure they are aware that this check is missing.
from renderdoc.
Yes you should definitely share the capture because that is the most critical part of your reproduction steps. The case of shader debugging using push constants is tested nightly as part of RenderDoc's autotests and works correctly. Without the capture none of the other steps you've listed mean anything as they are very generic and apply to almost any scenario, and this is not so generally and widely broken. If you have a capture you can share I'm not sure why you wouldn't share that immediately.
I would also recommend that you run your program with the vulkan validation layers, as errors in your application may cause RenderDoc to misbehave as it does not handle invalid API use.
from renderdoc.
email has been sent, thank you for your time,
I would note that there is 0 validation errors even with sync validation turned on
from renderdoc.
I have confirmed that this is indeed what caused the weird behaviour, sorry for the noise and thank you for your hard work on renderdoc
from renderdoc.
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from renderdoc.