dEQP-VK.image.texel_view_compatible.graphic.extended.3d_image.texture_read.bc6h_ufloat_block.r32g32b32a32_uint,Fail
dEQP-VK.image.texel_view_compatible.graphic.extended.3d_image.texture_read.bc7_unorm_block.r32g32b32a32_sint,Fail
-# I don't see this locally, probably because I have a newer D3D that removed some bad barrier validation
-dEQP-VK.image.depth_stencil_descriptor.depth_read_only_optimal.d32_sfloat.depth_att_stencil_none,Crash
-dEQP-VK.image.depth_stencil_descriptor.depth_read_only_optimal.d16_unorm.depth_att_stencil_none,Crash
-dEQP-VK.image.depth_stencil_descriptor.depth_read_only_optimal.x8_d24_unorm_pack32.depth_att_stencil_none,Crash
-dEQP-VK.image.depth_stencil_descriptor.depth_read_only_stencil_attachment_optimal.d24_unorm_s8_uint.depth_att_stencil_rw,Crash
-
# This is due to pretending to resolve stencil sample 0 using min
# This needs to be a blit shader instead, but that runs into problems since shader stencil export is optional
dEQP-VK.imageless_framebuffer.depth_stencil_resolve,Fail
VK_MULTIALLOC_DECL(&ma, D3D12_BUFFER_BARRIER, buffer_barriers, num_buffer_barriers);
VK_MULTIALLOC_DECL(&ma, D3D12_TEXTURE_BARRIER, texture_barriers, num_image_barriers);
+ if (ma.size == 0)
+ return;
+
if (!vk_multialloc_alloc(&ma, &cmdbuf->vk.pool->alloc,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND)) {
vk_command_buffer_set_error(&cmdbuf->vk, VK_ERROR_OUT_OF_HOST_MEMORY);