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Improve handling of the format of the VRS image #63571

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RandomShaper
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@RandomShaper RandomShaper commented Jul 28, 2022

  • Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.)
  • Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.

Fixes #63578.

- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.)
- Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.
@akien-mga akien-mga merged commit 8281136 into godotengine:master Jul 28, 2022
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Thanks!

@RandomShaper RandomShaper deleted the conservative_validate_vrs branch July 28, 2022 13:52
@BastiaanOlij
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@RandomShaper under Vulkan VRS images can be layered when Multiview is used. Strange though that it would error out when a single layer texture is supplied.. Anyway, should be a safe change.

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I realize I should have worded it better. The error from Vulkan is about certain shader having the former 2D one-element texture array bound to a non-array texture uniform. The piece about D3D expecting a single layer for VRS is true, but doesn't really have a point here. I mixed concepts up while writing the description.

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Format 'R8_Uint' does not support usage as VRS attachment
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