Advice for debugging Vulkan rendering

Hey, I’m working on a project that is targeting Windows, Mac and Linux and I’m running into some issues with the Vulkan renderer on Linux after upgrading to 5.1.

I’m getting a SIGTRAP on a check(Layout.AreAllSubresourcesSameLayout()); inside VulkanBarriers.h (line 184 in the source that I have, the function VkImageLayout FindLayoutChecked(VkImage Image) const)

While it’d be neat with specific advice for this particular crash, I’d be really curious to hear what advice anyone can share with regards to more broadly tracking down crashes in the renderer. I’m having trouble figuring out what the offending asset might be (if that’s even the issue) since the render commands are dispatched later and on a different thread.

So far I’ve tried poking around the stack with my debugger, but haven’t found anything useful (some pixel shader has subresources with different layouts I think?) before eventually ending up in the Task dispatcher, and to play around with rendering settings in DefaultEngine.ini. The latter feels like fumbling blindly, and not really addressing the issue itself.

Any pointers would be awesome!

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