ea1652dca34850eff6845e836275d4cca1a8cdcc
Depth navigation sends many small render graphs to the device. It can be that a subsequent render graph uses the same shader as the previous one with the same descriptor set tracker. The descriptor set tracker didn't cleared its full state and a subsequent render graph was generating commands assuming that the device was in a certain state. However it wasn't and a command to bind a descriptor set was skipped resulting in a device out of bound write. Depending on the platform this could overwrite any data on the GPU, including shader programs as the select shader writes to a storage buffer. This clarifies why the issue resulted in very odd and none consistent behavior. This PR fixes this by clearing the VKPipelineData and VKDescriptorTracker. Pull Request: https://projects.blender.org/blender/blender/pulls/140526
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