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Fix gpu driver crash caused by pixel history #3729
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If I understand right I think this should happen below, after this value is used to look up the right element in loadFBs and loadRPs?
Without knowing exactly what goes wrong it's hard to say.
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when calling Pixel History, m_ActionCallback is called too in vkBeginCommandBuffer; however, in the case when vkCmdExecuteCommands is executed in 1-indexed subpass, the subpass passed to driver is 1, but the actual subpass
is 0 (because renderdoc change original rp to force load rp); this is the real case in the game ‘Star Resonance’ and causes
crash in our driver(innosilicon gpu).
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API call goes like this:
vkCmdBeginRenderpass
......
vkCmdExecuteCommands
......
vkCmdNextSubpass
vkCmdExecuteCommands (crash)
......
driver may need the right subpass info
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OK if I understand right then, the change I mentioned should be made to ensure the right load RP is selected but otherwise this sounds good.
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Yes, choose the subpass of the load pr instead of the subpass of the original pr.
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Just to clarify that I am saying you should make the change I asked for above as currently this code is not correct.
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ok