Depth Image empty after switching to VK_EXT_Shader_Object

I’ve noticed after switching to shader objects I noticed my depth image is no longer being written to anyone know why this is

Im setting up the attachment like so

    subResourceRange : VkImageSubresourceRange = .{};
    {
        using subResourceRange;
        aspectMask     = .COLOR_BIT;
        baseMipLevel   = 0;
        levelCount     = VK_REMAINING_MIP_LEVELS;
        baseArrayLayer = 0;
        layerCount     = VK_REMAINING_ARRAY_LAYERS;
    }
    depthSubResourceRange : VkImageSubresourceRange = .{};
    {
        using depthSubResourceRange;
        aspectMask     = .VK_IMAGE_ASPECT_DEPTH_BIT | .VK_IMAGE_ASPECT_STENCIL_BIT;
        baseMipLevel   = 0;
        levelCount     = VK_REMAINING_MIP_LEVELS;
        baseArrayLayer = 0;
        layerCount     = VK_REMAINING_ARRAY_LAYERS;
    }
    // Change layout of image to be optimal for clearing
    imgMemoryBarrier : VkImageMemoryBarrier = .{};
    {
        using imgMemoryBarrier;
        srcAccessMask       = 0;
        dstAccessMask       = .TRANSFER_WRITE_BIT;
        oldLayout           = .UNDEFINED;
        newLayout           = .TRANSFER_DST_OPTIMAL;
        srcQueueFamilyIndex = r.pipeline.queueIndex;
        dstQueueFamilyIndex = r.pipeline.queueIndex;
        image               = r.pipeline.imgs[imageIndex];
        subresourceRange    = subResourceRange;
    }
    depthBarrier : VkImageMemoryBarrier = .{};
    {
        using depthBarrier;
        srcAccessMask       = 0 ;
        dstAccessMask       = .VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT ;
        oldLayout           = .UNDEFINED;
        newLayout           = .VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
        srcQueueFamilyIndex = r.pipeline.queueIndex;
        dstQueueFamilyIndex = r.pipeline.queueIndex;
        image               = r.pipeline.depthimg;
        subresourceRange    = depthSubResourceRange;
    }
    vkCmdPipelineBarrier(commandBuffers[index], .TRANSFER_BIT, .TRANSFER_BIT, 
                         0, 0, null, 0, null, 1, *imgMemoryBarrier);

    clearColor : VkClearColorValue = .{.[0.01176, 0, 0.03922,1]};


    vkCmdClearColorImage(commandBuffers[index], r.pipeline.imgs[imageIndex], .TRANSFER_DST_OPTIMAL, *clearColor, 1, *subResourceRange);

    // Change layout of image to be optimal for presenting
    imgMemoryBarrier.srcAccessMask = .TRANSFER_WRITE_BIT;
    imgMemoryBarrier.dstAccessMask = .MEMORY_READ_BIT;
    imgMemoryBarrier.oldLayout     = .TRANSFER_DST_OPTIMAL;
    imgMemoryBarrier.newLayout     = .PRESENT_SRC_KHR;


    cAttInfo:VkRenderingAttachmentInfo = attachment_info(r.pipeline.ImageViews[imageIndex],null,.VK_IMAGE_LAYOUT_GENERAL);
    dAttInfo:VkRenderingAttachmentInfo = depth_attachment_info(r.pipeline.depthImgView,.DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
    renInf:VkRenderingInfo = rendering_info(r.pipeline.Extent,*cAttInfo,*dAttInfo);

(keep in mind the jai vulkan bindings already have stype filled out for you)
with depth_attachment_info and rendering_info being

depth_attachment_info :: (view:VkImageView, layout:VkImageLayout) -> VkRenderingAttachmentInfo
{
    depthAttachment: VkRenderingAttachmentInfo = .{};
    depthAttachment.sType = .VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
    depthAttachment.pNext = null;

    depthAttachment.imageView = view;
    depthAttachment.imageLayout = layout;
    depthAttachment.loadOp = .VK_ATTACHMENT_LOAD_OP_CLEAR;
    depthAttachment.storeOp = .VK_ATTACHMENT_STORE_OP_STORE;
    depthAttachment.clearValue.depthStencil.depth = 0;

    return depthAttachment;
}

rendering_info :: (renderExtent:VkExtent2D, colorAttachment:*VkRenderingAttachmentInfo,depthAttachment:*VkRenderingAttachmentInfo) -> VkRenderingInfo
{
    renderInfo:VkRenderingInfo  = .{};
    renderInfo.sType = .VK_STRUCTURE_TYPE_RENDERING_INFO;
    renderInfo.pNext = null;
    renderInfo.renderArea = VkRect2D.{ VkOffset2D.{ 0, 0 }, renderExtent };
    renderInfo.layerCount = 1;
    renderInfo.colorAttachmentCount = 1;
    renderInfo.pColorAttachments = colorAttachment;
    renderInfo.pDepthAttachment = depthAttachment;
    renderInfo.pStencilAttachment = null;

    return renderInfo;
}

and then setting the pipeline state like so

    vkCmdBeginRendering(r.pipeline.g_Pipeline.commandBuffers[index],*renInf);

    vkCmdSetColorWriteMaskEXT(commandBuffers[index],0,1,VkColorComponentFlags.[.R_BIT | .G_BIT | .B_BIT | .A_BIT].data);
    vkCmdSetColorBlendEnableEXT(commandBuffers[index],0,1,VkBool32.[VK_TRUE].data);
    vkCmdSetLogicOpEnableEXT(commandBuffers[index],VK_FALSE);
    vkCmdSetRasterizerDiscardEnable(commandBuffers[index],VK_FALSE);
    vkCmdSetPolygonModeEXT(commandBuffers[index],.FILL);
    vkCmdSetPrimitiveTopology(commandBuffers[index],.VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
    vkCmdSetPrimitiveRestartEnable(commandBuffers[index],VK_FALSE);
    vkCmdSetDepthTestEnable(commandBuffers[index],VK_TRUE);
    vkCmdSetDepthBiasEnable(commandBuffers[index],VK_FALSE);
    vkCmdSetDepthClampEnableEXT(commandBuffers[index],VK_TRUE);
    vkCmdSetDepthClipEnableEXT(commandBuffers[index],VK_TRUE);
    vkCmdSetStencilTestEnable(commandBuffers[index],VK_FALSE);
    vkCmdSetDepthWriteEnable(commandBuffers[index],VK_TRUE);
    vkCmdSetDepthBoundsTestEnable(commandBuffers[index],VK_TRUE);
    vkCmdSetSampleMaskEXT(commandBuffers[index],0x1,u32.[1,1,1,1].data); // ! Hack to get around validation errors
    vkCmdSetAlphaToCoverageEnableEXT(commandBuffers[index],VK_FALSE);
    vkCmdSetRasterizationSamplesEXT(commandBuffers[index],.VK_SAMPLE_COUNT_1_BIT);
    vkCmdSetCullMode(commandBuffers[index],.NONE);

    cbEQ:VkColorBlendEquationEXT;
    cbEQ.srcColorBlendFactor = .VK_BLEND_FACTOR_SRC_ALPHA;
    cbEQ.dstColorBlendFactor = .VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
    cbEQ.colorBlendOp = .VK_BLEND_OP_ADD;
    cbEQ.srcAlphaBlendFactor = .VK_BLEND_FACTOR_ONE;
    cbEQ.dstAlphaBlendFactor = .VK_BLEND_FACTOR_ZERO;
    cbEQ.alphaBlendOp = .VK_BLEND_OP_ADD;
    vkCmdSetColorBlendEquationEXT(commandBuffers[index],0,1,*cbEQ);
    vkCmdSetDepthBounds(commandBuffers[index],0,1);
    vkCmdSetDepthCompareOp(commandBuffers[index],.GREATER_OR_EQUAL);
    vkCmdSetAlphaToOneEnableEXT(commandBuffers[index],VK_TRUE);

and the depth image very simply being created with

dimgCreateInfo:VkImageCreateInfo = .{};
dimgCreateInfo.imageType = ._3D;
dimgCreateInfo.extent.width = pipeline.Extent.width;
dimgCreateInfo.extent.height = pipeline.Extent.height;
dimgCreateInfo.extent.depth = 1;
dimgCreateInfo.mipLevels = 1;
dimgCreateInfo.arrayLayers = 1;
dimgCreateInfo.format = .VK_FORMAT_D32_SFLOAT_S8_UINT;
dimgCreateInfo.tiling = .VK_IMAGE_TILING_OPTIMAL;
dimgCreateInfo.initialLayout = .VK_IMAGE_LAYOUT_UNDEFINED;
dimgCreateInfo.usage = .VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
dimgCreateInfo.samples = .VK_SAMPLE_COUNT_1_BIT;
dimgCreateInfo.sharingMode = .VK_SHARING_MODE_EXCLUSIVE;
vkCreateImage(pipeline.lDevice,*dimgCreateInfo,null,*pipeline.depthimg);
pmemRequirements:VkPhysicalDeviceMemoryProperties = .{};
vkGetPhysicalDeviceMemoryProperties(pipeline.pDevice,*pmemRequirements);

memRequirements:VkMemoryRequirements = .{};
vkGetImageMemoryRequirements(pipeline.lDevice, pipeline.depthimg, *memRequirements);

allocInfo:VkMemoryAllocateInfo = .{};
allocInfo.sType = .VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
memindex:u32;

for 0..pmemRequirements.memoryTypes.count - 1 {
    if (memRequirements.memoryTypeBits & (1 << it)) && (pmemRequirements.memoryTypes[it].propertyFlags & .VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT) == .VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT { memindex = xx  it; break; }
}

allocInfo.memoryTypeIndex = memindex;

if (vkAllocateMemory(pipeline.lDevice, *allocInfo, null, *pipeline.depthimgmem) != .VK_SUCCESS) {
    log(.Error, "could not create depth memory");
}
vkBindImageMemory(pipeline.lDevice, pipeline.depthimg, pipeline.depthimgmem, 0);

dCreateInfo: VkImageViewCreateInfo = .{};
dCreateInfo.image = pipeline.depthimg;
dCreateInfo.viewType = .VK_IMAGE_VIEW_TYPE_3D;
dCreateInfo.format = .VK_FORMAT_D32_SFLOAT_S8_UINT;

dCreateInfo.components.r = .VK_COMPONENT_SWIZZLE_IDENTITY;
dCreateInfo.components.g = .VK_COMPONENT_SWIZZLE_IDENTITY;
dCreateInfo.components.b = .VK_COMPONENT_SWIZZLE_IDENTITY;
dCreateInfo.components.a = .VK_COMPONENT_SWIZZLE_IDENTITY;

dCreateInfo.subresourceRange.aspectMask = .VK_IMAGE_ASPECT_DEPTH_BIT | .VK_IMAGE_ASPECT_STENCIL_BIT;
dCreateInfo.subresourceRange.baseMipLevel = 0;
dCreateInfo.subresourceRange.levelCount = 1;
dCreateInfo.subresourceRange.baseArrayLayer = 0;
dCreateInfo.subresourceRange.layerCount = 1;
result := vkCreateImageView(pipeline.lDevice, *dCreateInfo, null, *pipeline.depthImgView);
if result != .VK_SUCCESS {
    log(.Warning,sprint("Could not create image view % because %",dCreateInfo.image,result));
}

the answer was to switch to the 2d format