Tried with MoltenVK and Vulkan Portability Implementation, with Cocoa and SDL backends to no avail.
Comparison of Xcode GPU frame captures didn't reveal any reason while target textures are pure black when NVIDIA hardware is used.
Simplifications of shaders and changes to output formats didn't change anything as well.
Vulkan SDK versions were 1.1.101 and 1.1.106 downloaded from LunarG website.
Validation layers produce only one warning that is also present with integrated Intel Iris Pro graphics.
Code: Select all
[vulkan error] Queue 0x600002c1fd10 is signaling semaphore 0x5 that was previously signaled by queue 0x600002c1fd10 but has not since been waited on by any queue.
Spoiler: CallstackHowever, with vk_debug CVAR was set, the screen was black too even with Intel GPU.
Outside of the validation issue, I would like to ask about anything else I can check that may help to fix this problem.
Also, it will nice if someone will test vulkan2 branch on Mac with AMD graphics.