Ensure condition failed: Layout == VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR || Layout == VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL || Layout == VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL || Layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL || Layout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL || Layout == VK_IMAGE_LAYOUT_GENERAL [Link Removed] [Line: 1112]
Invalid Layout 2, Index 2, Type 2
In this circumstance Layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
Only confirmed with Windows so far
Start a UE4 project in -vulkan mode
Open new "Time of Day" level
Create PostProcessVolume around lighting actors
Go to PPV settings -> Bloom -> Enable "Method" -> Set to Convolution -> Crash
> [Inline Frame] UE4Editor-VulkanRHI.dll!FVulkanDescriptorSetWriter::WriteTextureView::__l9::<lambda_ee97d0327b840c0795eb8706e0388333>::operator()() Line 1107 C++ [Inline Frame] UE4Editor-VulkanRHI.dll!FVulkanDescriptorSetWriter::WriteTextureView(unsigned int DescriptorIndex, const FVulkanTextureView & Layout, VkImageLayout) Line 1107 C++ [Inline Frame] UE4Editor-VulkanRHI.dll!FVulkanDescriptorSetWriter::WriteImage(unsigned int TextureView, const FVulkanTextureView &) Line 1000 C++ UE4Editor-VulkanRHI.dll!FVulkanCommonPipelineDescriptorState::SetTexture(unsigned char DescriptorSet, unsigned int BindingIndex, const FVulkanTextureBase * TextureBase, VkImageLayout Layout) Line 70 C++ [Inline Frame] UE4Editor-VulkanRHI.dll!FVulkanPendingComputeState::SetTextureForStage(unsigned int) Line 90 C++ UE4Editor-VulkanRHI.dll!FVulkanCommandListContext::RHISetShaderTexture(FRHIComputeShader * ComputeShaderRHI, unsigned int TextureIndex, FRHITexture * NewTextureRHI) Line 320 C++ [Inline Frame] UE4Editor-Renderer.dll!FRHIComputeCommandList::SetShaderTexture(FRHIComputeShader * TextureIndex, unsigned int) Line 2356 C++ [Inline Frame] UE4Editor-Renderer.dll!SetTextureParameter(FRHICommandList & RHICmdList, FRHIComputeShader * Shader, const FShaderResourceParameter &) Line 299 C++ UE4Editor-Renderer.dll!GPUFFTComputeShaderUtils::FComputeParamterValueSetter::operator()(FShaderResourceParameter & TextureParameter, FRHITexture * TextureRHI) Line 530 C++ [Inline Frame] UE4Editor-Renderer.dll!GPUFFT::FGSConvolutionWithTextureKernelBaseCS::SetCSParamters(FRHICommandList &) Line 908 C++ UE4Editor-Renderer.dll!`anonymous namespace'::DispatchGSConvolutionWithTextureCS(GPUFFT::FGPUFFTShaderContext & Context, const GPUFFT::FFTDescription & FFTDesc, const TRefCountPtr<FRHITexture> & PreTransformedKernel, const TRefCountPtr<FRHITexture> & SrcTexture, const FIntRect & SrcRect, TRefCountPtr<FRHIUnorderedAccessView> DstUAV) Line 1614 C++ [Inline Frame] UE4Editor-Renderer.dll!GPUFFT::ConvolutionWithTextureImage1D::GroupShared(GPUFFT::FGPUFFTShaderContext &) Line 1943 C++ UE4Editor-Renderer.dll!GPUFFT::ConvolutionWithTextureImage2D(GPUFFT::FGPUFFTShaderContext & Context, const FIntPoint & FrequencySize, bool bHorizontalFirst, const TRefCountPtr<FRHITexture> & TransformedKernel, const FIntRect & ROIRect, const TRefCountPtr<FRHITexture> & SrcTexture, TRefCountPtr<FRHIUnorderedAccessView> ResultUAV, FSceneRenderTargetItem & TmpBuffer0, FSceneRenderTargetItem & TmpBuffer1, const FVector & PreFilter) Line 2101 C++ UE4Editor-Renderer.dll!ConvolveWithKernel(FRHICommandList & RHICmdList, const FViewInfo & View, const FFFTBloomIntermediates & Intermediates, const TRefCountPtr<FRHITexture> & SpectralKernelTexture, const FLinearColor & Tint, TRefCountPtr<FRHIUnorderedAccessView> ResultUAV) Line 622 C++ UE4Editor-Renderer.dll!AddFFTBloomPass::__l2::<lambda>(FRHICommandList & RHICmdList) Line 822 C++ UE4Editor-RenderCore.dll!FRDGPass::Execute(FRHIComputeCommandList & RHICmdList) Line 305 C++ [Inline Frame] UE4Editor-RenderCore.dll!FRDGGPUScopeStacks::BeginExecutePass(const FRDGPass *) Line 206 C++ [Inline Frame] UE4Editor-RenderCore.dll!FRDGGPUScopeStacksByPipeline::BeginExecutePass(const FRDGPass *) Line 284 C++ UE4Editor-RenderCore.dll!FRDGBuilder::ExecutePass(FRDGPass * Pass) Line 1643 C++ UE4Editor-RenderCore.dll!FRDGBuilder::Execute() Line 1304 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 2707 C++ UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 3727 C++ UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l35::<lambda>(FRHICommandListImmediate & RHICmdList) Line 3990 C++ [Inline Frame] UE4Editor-Renderer.dll!EnqueueUniqueRenderCommand(FRendererModule::BeginRenderingViewFamily::__l35::void <lambda>(FRHICommandListImmediate &) &&) Line 244 C++ UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily(FCanvas * Canvas, FSceneViewFamily * ViewFamily) Line 3982 C++ UE4Editor-UnrealEd.dll!FEditorViewportClient::Draw(FViewport * InViewport, FCanvas * Canvas) Line 3916 C++ UE4Editor-Engine.dll!FViewport::Draw(bool bShouldPresent) Line 1573 C++ UE4Editor-UnrealEd.dll!UEditorEngine::UpdateSingleViewportClient(FEditorViewportClient * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement) Line 2180 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1875 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426 C++ UE4Editor.exe!FEngineLoop::Tick() Line 4922 C++ [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 178 C++ UE4Editor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 262 C++ UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 320 C++ [Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++ UE4Editor.exe!__scrt_common_main_seh() Line 288 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown
Request a info about UE-127172 bug tracker
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-119297 in the post.
1 |
Component | UE - Rendering Architecture - RHI |
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Affects Versions | 4.26.2, 4.27 |
Target Fix | 4.27 |
Created | Jul 6, 2021 |
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Resolved | Jul 20, 2021 |
Updated | Dec 1, 2022 |