VUID-vkCmdSetPatchControlPointsEXT-None-09422(ERROR / SPEC): msgNum: -1559328192 - Validation Error: [ VUID-vkCmdSetPatchControlPointsEXT-None-09422 ] Object 0: handle = 0x25f0eb40170, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xa30e8a40 | vkCmdSetPatchControlPointsEXT(): extendedDynamicState2PatchControlPoints or shaderObject feature is not enabled. The Vulkan spec states: At least one of the following must be true: The extendedDynamicState2PatchControlPoints feature is enabled The shaderObject feature is enabled (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-vkCmdSetPatchControlPointsEXT-None-09422)
Objects: 1
[0] 0x25f0eb40170, type: 6, name: NULL
VUID-vkCmdDraw-logicOp-04878(ERROR / SPEC): msgNum: 282117419 - Validation Error: [ VUID-vkCmdDraw-logicOp-04878 ] Object 0: handle = 0x2db247c7370, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0x81dc7e0000000305, type = VK_OBJECT_TYPE_PIPELINE; | MessageID = 0x10d0c52b | vkCmdDraw(): VK_DYNAMIC_STATE_LOGIC_OP_EXT state not set for this command buffer. The Vulkan spec states: If the bound graphics pipeline state was created with the VK_DYNAMIC_STATE_LOGIC_OP_EXT dynamic state enabled then vkCmdSetLogicOpEXT must have been called in the current command buffer prior to this drawing command and the logicOp must be a valid VkLogicOp value (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-vkCmdDraw-logicOp-04878)
Objects: 2
[0] 0x2db247c7370, type: 6, name: NULL
[1] 0x81dc7e0000000305, type: 19, name: NULL
VUID-VkPipelineDynamicStateCreateInfo-pDynamicStates-01442(ERROR / SPEC): msgNum: 1313692360 - Validation Error: [ VUID-VkPipelineDynamicStateCreateInfo-pDynamicStates-01442 ] | MessageID = 0x4e4d5ac8 | vkCreateGraphicsPipelines(): pCreateInfos[0].pDynamicState has VK_DYNAMIC_STATE_VIEWPORT at pDynamicStates[0] and pDynamicStates[28]. The Vulkan spec states: Each element of pDynamicStates must be unique (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-VkPipelineDynamicStateCreateInfo-pDynamicStates-01442)
Objects: 0
VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04132(ERROR / SPEC): msgNum: -206448348 - Validation Error: [ VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04132 ] | MessageID = 0xf3b1d924 | vkCreateGraphicsPipelines(): pCreateInfos[0].pDynamicState pDynamicStates[15] is VK_DYNAMIC_STATE_VIEWPORT_WITH_COUNT and pDynamicStates[28] is VK_DYNAMIC_STATE_VIEWPORT. The Vulkan spec states: If the pipeline requires pre-rasterization shader state, and VK_DYNAMIC_STATE_VIEWPORT_WITH_COUNT is included in the pDynamicStates array then VK_DYNAMIC_STATE_VIEWPORT must not be present (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04132)
Objects: 0
VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04133(ERROR / SPEC): msgNum: -858144982 - Validation Error: [ VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04133 ] | MessageID = 0xccd9bf2a | vkCreateGraphicsPipelines(): pCreateInfos[0].pDynamicState pDynamicStates[16] is VK_DYNAMIC_STATE_SCISSOR_WITH_COUNT and pDynamicStates[1] is VK_DYNAMIC_STATE_SCISSOR. The Vulkan spec states: If the pipeline requires pre-rasterization shader state, and VK_DYNAMIC_STATE_SCISSOR_WITH_COUNT is included in the pDynamicStates array then VK_DYNAMIC_STATE_SCISSOR must not be present (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-VkGraphicsPipelineCreateInfo-pDynamicStates-04133)
Objects: 0
Topology Dynamic State is not working as intended. Need to add check to set correct Topology class. Circle back to this later. For now revert it.
Some minor fixes.
* Key textures using set and binding (rather than just binding)
* Extend full bindless to cover cases with phi nodes
* Log error on bindless access failure
* Shader cache version bump
* Remove constant buffer match to reduce the chances of full bindless triggering
* Re-enable it for constant buffers, paper mario does actually need it
* Format whitespace
* Report base and extra sets from the backend
* Pass texture set index everywhere
* Key textures using set and binding (rather than just binding)
* Start using extra sets for array textures
* Shader cache version bump
* Separate new commands, some PR feedback
* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array
* Move bind extra sets logic to new method
* Should only use separate array is MaximumExtraSets is not zero
* Format whitespace
* intel workaround
built on top of the amd workaround
* forgot to update the note
* Logic Change
Enabled workaround for all vendors that aren't nvidia
* Applied Suggestions