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SteamVR violates the OpenXR standard when using a single swapchain with array layers #1822
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IIRC it has that behavior even without array layers, both with Vulkan and DirectX 12. |
With a single swapchain or dual? |
It's been a while, I think I mostly tested with dual under DX12. I don't think there has been any instance where I've attached the debugger and not having it spammed with the layout errors. |
It did also used to spam the console with performance warnings (2 per frame) about performing operations on images in |
When you construct an application that uses a single
XrSwapchain
with two array layers, one for each eye, SteamVR will emit a Vulkan validation error with every frame (provided validation layers are enabled). The error message readsThis originates from a call to
vkQueueSubmit
somewhere inside of SteamVR, not the application code. It occurs because SteamVR is expecting the second array layer to be in layoutVK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
. This violates the OpenXR standard which states in section 12.20 on theXR_KHR_vulkan_enable
extension that:I have written a demo program where this issue can be turned on and off by toggling between a single or dual swapchain setup, available on my GitLab here along with usage instructions and a description of its internal functionality.
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