VulkanGpuTexture derives the barrier aspect mask as hasColorAspect() ? 1 : 2, so a texture created with D32_FLOAT_S8_UINT or D24_UNORM_S8_UINT gets an initial layout transition carrying VK_IMAGE_ASPECT_DEPTH_BIT only. separateDepthStencilLayouts is not enabled by the device, so the spec requires both DEPTH and STENCIL on a format that has both components. The validation layers flag it, and the stencil aspect is left untransitioned.
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Can confirm.