https://bugs.freedesktop.org/show_bug.cgi?id=107786
--- Comment #1 from Clément Guérin <li...@protonmail.com> ---
Here's an renderdoc capture:
https://mega.nz/#!WK5HlAKQ!g77NnAuH_XmeR20i2IXjTUSG2NDDiFy86b6cqVU8ACI
The game creates an environment cubemap in Colour Pass #3. Each face of the
cube is rendered to a single texture, then copied to a cubemap. When MSAA is
disabled, vkCmdCopyImage is used and works fine. When MSAA is enabled,
vkCmdResolveImage is used but it doesn't seem to take into account
`dstSubresource->baseArrayLayer`, resulting in each texture being copied to the
X+ face of the cubemap (layer 0), generating a corrupted cubemap.
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