Fix Vulkan validation errors

This PR fixes several validation errors caused by invalid Vulkan usage. These validation errors often end up invoking Undefined Behavior on the driver side, which can lead to artifacts or crashes which are driver specific and otherwise incredibly hard to track. I don't think it should have any impact on performance, but it would be good to test it with as many games as possible (maybe a bug in a game was fixed?).

Each commit fixes an error. I added to each a description with the validation error that was fixed and a small explanation on what was causing it and how I fixed it.

Co-authored-by: AsperTheDog <guillerman0000@gmail.com>
This commit is contained in:
AsperTheDog
2026-05-15 17:22:21 -05:00
committed by KeatonTheBot
co-authored by AsperTheDog
parent 79f55b12bf
commit e88fd3273d
7 changed files with 84 additions and 20 deletions
@@ -67,6 +67,8 @@ namespace Ryujinx.Graphics.Vulkan
public VkFormat VkFormat { get; }
public ImageUsageFlags UsageFlags { get; }
public unsafe TextureStorage(
VulkanRenderer gd,
Device device,
@@ -93,7 +95,8 @@ namespace Ryujinx.Graphics.Vulkan
var sampleCountFlags = ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)info.Samples);
var usage = GetImageUsage(info.Format, info.Target, gd.Capabilities);
ImageUsageFlags usage = GetImageUsage(info.Format, info.Target, gd.Capabilities, isMsImageStorageSupported);
UsageFlags = usage;
var flags = ImageCreateFlags.CreateMutableFormatBit | ImageCreateFlags.CreateExtendedUsageBit;
@@ -159,7 +162,7 @@ namespace Ryujinx.Graphics.Vulkan
_imageAuto = new Auto<DisposableImage>(new DisposableImage(_gd.Api, device, _image));
InitialTransition(ImageLayout.Preinitialized, ImageLayout.General);
InitialTransition(ImageLayout.Undefined, ImageLayout.General);
}
_slices = new TextureSliceInfo[levels * _depthOrLayers];
@@ -307,7 +310,7 @@ namespace Ryujinx.Graphics.Vulkan
}
}
public static ImageUsageFlags GetImageUsage(Format format, Target target, in HardwareCapabilities capabilities)
public static ImageUsageFlags GetImageUsage(Format format, Target target, in HardwareCapabilities capabilities, bool isMsImageStorageSupported)
{
var usage = DefaultUsageFlags;
@@ -320,8 +323,6 @@ namespace Ryujinx.Graphics.Vulkan
usage |= ImageUsageFlags.ColorAttachmentBit;
}
bool isMsImageStorageSupported = capabilities.SupportsShaderStorageImageMultisample;
if (format.IsImageCompatible() && (isMsImageStorageSupported || !target.IsMultisample()))
{
usage |= ImageUsageFlags.StorageBit;