Always write float output from the shader debug sampling shader - #3900
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jeremyg-lunarg wants to merge 1 commit into
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Always write float output from the shader debug sampling shader#3900jeremyg-lunarg wants to merge 1 commit into
jeremyg-lunarg wants to merge 1 commit into
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The debug sampling shader renders into an R32G32B32A32_SFLOAT target but for integer textures, the output variable is declared to be integer. This is undefined behavior and it causes VK_Shader_Debug_Zoo, Section GLSL1, Test 180 to fail when running with KosmicKrisp. There is not a VUID about this, but the Validation layer reports Undefined-Value-ShaderFragmentOutputMismatch, which is a warning.
baldurk
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Sep 10, 2026
baldurk
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I don't think this should be fixed with a bitcast on the shader side. Instead we should create one render path per format (SFLOAT/UINT/SINT) so that the native format is respected.
This can keep just the one image & readback path, and do the format cast in the image views. It'll need one image view+framebuffer+renderpass each.
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The debug sampling shader renders into an R32G32B32A32_SFLOAT target but for integer textures, the output variable is declared to be integer. This is undefined behavior and it causes VK_Shader_Debug_Zoo, Section GLSL1, Test 180 to fail when running with KosmicKrisp. There is not a VUID about this, but the Validation layer reports
Undefined-Value-ShaderFragmentOutputMismatch, which is a warning.The full validation error, which is only reported if you enable warnings (
export VK_LAYER_REPORT_FLAGS=error,warn):