Moderator: GZDoom Developers
Graf Zahl wrote:Actually quite simple.
- Install the SDK.
- Run GZDoom
- Type 'vk_debug 1' at the console
- Quit GZDoom.
- Start it again and play until it crashes.
The SDK contains some validation layers that can output diagnostic messages to the console and the hope is that there may be one shortly before the crash that gives some hint what's wrong.
Log started: 2019-05-16 00:13:08
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E1M2 - Nuclear Plant
Bullets
Bullets
Bullets
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2/5 Demons Killed:
+60
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Bullets
Bullets
Bullets
Bullets
Bullets
Bullets
Bullets
Health bonus
Medium Armor Chunk
Medikit
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Secret found
+100
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Medikit
Health bonus
Health bonus
[vulkan warning] Vertex attribute at location 3 not consumed by vertex shader
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from BaseThreadInitThunk
Called from RtlUserThreadStart
[vulkan warning] Vertex attribute at location 4 not consumed by vertex shader
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from BaseThreadInitThunk
Called from RtlUserThreadStart
[vulkan warning] Vertex attribute at location 5 not consumed by vertex shader
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from BaseThreadInitThunk
Called from RtlUserThreadStart
[vulkan warning] vertex shader writes to output location 0.0 which is not consumed by fragment shader
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from BaseThreadInitThunk
Called from RtlUserThreadStart
[vulkan warning] vertex shader writes to output location 1.0 which is not consumed by fragment shader
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from BaseThreadInitThunk
Called from RtlUserThreadStart
Bullets
Health bonus
Health bonus
Health bonus
Carrion
Bullets
Bullets
Chainsaw. Shred and shear!
Carrion
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3/5 Demons Killed:
+90
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Carrion
Bullets
Carrion
Bullets
Bullets
Carrion
Health bonus
Bullets
Carrion
Carrion
Carrion
Health bonus
Carrion
Stimpack
Stimpack
Carrion
Stimpack
Carrion
Carrion
Health bonus
Stimpack
Carrion
Carrion
Stimpack
Carrion
Stimpack
Stimpack
Stimpack
Carrion
Stimpack
Stimpack
Carrion
Health bonus
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Frag Grenade equipment
Picked up a backpack
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Secret found
+100
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Health bonus
Health bonus
Health bonus
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4/5 Demons Killed:
+120
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Carrion
Stimpack
Stimpack
Carrion
Carrion
Carrion
Health bonus
Health bonus
Health bonus
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Health bonus
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Secret found
+100
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Carrion
Health bonus
Carrion
Chainsaw fuel
Stimpack
Carrion
Stimpack
Stimpack
Stimpack
CAPTON BADASS was burned by an imp.
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E1M2 - Nuclear Plant
Bullets
Bullets
Bullets
----------------------------------------
2/5 Demons Killed:
+60
----------------------------------------
Bullets
Bullets
Bullets
Bullets
Bullets
Bullets
Bullets
Health bonus
Carrion
Bullets
Game saved.
Bullets
Stimpack
Stimpack
Carrion
Bullets
Bullets
Stimpack
Carrion
Stimpack
Carrion
Carrion
Stimpack
Carrion
Health bonus
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3/5 Demons Killed:
+90
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Carrion
Carrion
Stimpack
Stimpack
Carrion
[vulkan error] vkCmdResolveImage(): Cannot use image 0xd4[VkRenderBuffers.SceneColor] (layer=0 mip=0) with specific layout VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL that doesn't match the previous known layout VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL. The Vulkan spec states: srcImageLayout must specify the layout of the image subresources of srcImage specified in pRegions at the time this command is executed on a VkDevice (https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#VUID-vkCmdResolveImage-srcImageLayout-00260)
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from BaseThreadInitThunk
Called from RtlUserThreadStart
[vulkan error] Submitted command buffer expects image 0xd4[VkRenderBuffers.SceneColor] (subresource: aspectMask 0x1 array layer 0, mip level 0) to be in layout VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL--instead, current layout is VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL.
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from vkEnumerateInstanceLayerProperties
Called from BaseThreadInitThunk
Called from RtlUserThreadStart
Game saved.
dpJudas wrote:It doesn't because of the async nature of vulkan. Notice on the error message how the validation layer doesn't know there's a problem until the command buffer is submitted. Because many of those could be in flight the data is not available.
Overall I can try make the transition tracking a little bit more resilient than it is right now, but ultimately any image layout tracker will always be a little messy.
[vulkan warning] Vertex attribute at location x not consumed by vertex shader
[vulkan warning] vertex shader writes to output location 0.0 which is not consumed by fragment shader
dpJudas wrote:The errors Graf was commenting on are expected on 4.1.2 (the fix can't magically be backported). If those errors go away with a newer build then that means it isn't (lack of) image transitions that is causing the crash.
Those vertex attribute things are warnings, not errors. They report an inefficiency in how vertex attributes are read from vertex buffers and how the vertex shader transfers outputs to the fragment shader inputs. They are relatively harmless and does not explain any crashes. The only reason the validation layer reports them is because they mean the vertex shader is doing work that the fragment shader never uses.
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