GZDoom crashes when software renderer is used with Vulkan backend and the game enters the level right from the start (no matter TITLEMAP it is or +map command line switch).
VkRenderState::BeginRenderPass(this=0x0000000105004a00, key=0x00007ffeefbfc0a8, cmdbuffer=0x000060000006d300) at vk_renderstate.cpp:554:22
VkRenderState::ApplyRenderPass(this=0x0000000105004a00, dt=2) at vk_renderstate.cpp:250:3
VkRenderState::Apply(this=0x0000000105004a00, dt=2) at vk_renderstate.cpp:171:2
VkRenderState::DrawIndexed(this=0x0000000105004a00, dt=2, index=0, count=6, apply=true) at vk_renderstate.cpp:47:3
Draw2D(drawer=0x0000000103e3d508, state=0x0000000105004a00) at hw_draw2d.cpp:195:10
VulkanFrameBuffer::Draw2D(this=0x0000000103e3d500) at vk_framebuffer.cpp:872:2
SWSceneDrawer::RenderView(this=0x0000600000d259e0, player=0x0000000101638540) at r_swscene.cpp:116:10
VulkanFrameBuffer::RenderView(this=0x0000000103e3d500, player=0x0000000101638540) at vk_framebuffer.cpp:363:22
D_Display(this=0x00007ffeefbfc9a8)::$_0::operator()() const at d_main.cpp:773:22
decltype(__f=0x00007ffeefbfc9a8)::$_0&>(fp)()) std::__1::__invoke<D_Display()::$_0&>(D_Display()::$_0&) at type_traits:4339:1
void std::__1::__invoke_void_return_wrapper<void>::__call<D_Display(__args=0x00007ffeefbfc9a8)::$_0&>(D_Display()::$_0&) at __functional_base:349:9
std::__1::__function::__func<D_Display()::$_0, std::__1::allocator<D_Display()::$_0>, void ()>::operator(this=0x00007ffeefbfc9a0)() at functional:1562:12
std::__1::function<void ()>::operator(this= Lambda in File d_main.cpp at Line 772)() const at functional:1913:12
D_Render(action= Lambda in File d_main.cpp at Line 772, interpolate=true)>, bool) at d_main.cpp:377:2
D_Display() at d_main.cpp:771:3
D_DoomLoop() at d_main.cpp:1026:4
D_DoomMain() at d_main.cpp:2693:3
I'm not sure that these issues are related.
This one is about missing or improperly placed setup of render target. Other one is something more hardware and/or OS specific. IIRC there was no such bug on Windows using Radeon Vega.