Linking volk to both an executable and shared object
I have a project that contains both an executable and a shared library. The executable is linked to the shared library. Both the executable and shared library needs access to the Vulkan API, which I would like to load through the volk metaloader. The first way I tried was to link volk to the shared library statically.
Vulkan command execution seems to only finish when corresponding fence object is checked
In my application Vulkan validation layers complained that fences and semaphores could not be destroyed, as they were still in use.
The message was “somewhat weird” as it claimed e.g.
Validation Error: [ VUID-vkDestroyFence-fence-01120 ] | MessageID = 0x5d296248 | vkDestroyFence(): fence can’t be called on VkFence 0xcb3ee80000000007[] that is currently in use by VkFence 0xcb3ee80000000007[]
(basically telling me the fence would be “in use by itself”), but I assume, that is more a weird way of formatting the message and has no “deeper” meaning. Essentially the fence is just still in use.
The exact same message was thrown for “all” my fences and binary semaphores in place (one fence, two semaphores, only one queue was used for “everything”).
Vulkan – VK_ERROR_INCOMPATIBLE_DRIVER error in Apple M2
I have skimmed through all questions on internet, and I will channel my cumulated rage to whoever marks this question duplicate.
Vulkan output “magically” sticking to output window for vk::Format::eA2B10G10R10UnormPack32
Doing my very first steps with Vulkan (basically following the steps in https://vulkan-tutorial.com/ to render the “magic” color triangle everybody starts with) I managed to do the needed calls to render and display the triangle (hurra…).
VK_KHR_swapchain extension not found even if vkcube runs perfectly
I am making an app with vulkan and encountered a problem.
vulkan: Shaders can’t find main
i’m trying to create a graphics pipeline on C. validator says this
Why deletion of a buffer causes an error, but recreation doesn’t? (Vulkan)
I want to add feature, which will delete mesh from the scene, so I am trying to perform a possibility of deleting vk::Buffer and vk::Memory while scene is running. Whenever the vertices data is nullptr, the recreation of a buffer causes an error: “Cannot call vkFreeMemory on VkDeviceMemory that is currently in use by a command buffer.”. However, when vertices data holds something, there is no error. Only if I call transferQueue.waitIdle() or device.waitIdle() before the recreation the error will disappear.