a small window into how vulkan programming differs from opengl: after a driver update, i started getting read/write artifacts in a chain of render to texture calls for a post processing effect. after a lot of headscratching it turned out to be a flag to the subpass synchronization that synchronized framebuffer access only in the local memory region of the framebuffer, which is designed to be of unknown size and which the new drivers apparently changed.
it's both incredibly annoying that i have to think about that and incredibly exciting that this level of optimization options exists