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kuhar avatar kuhar commented on May 2, 2024 1

Yes, this is a related section. You can find full context in Paul's comment with the suggestion on how to implement it: #18 (comment). The implementation in https://github.com/google/gf-layers/blob/master/src/VkLayer_GF_frame_counter/src/frame_counter_layer.cc uses vulkan objects exactly like we want.

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kuhar avatar kuhar commented on May 2, 2024 1

@Hardik0307 cool, the next step would be to make sure that everything builds and you get some output with the layers enabled. You need a working Vulkan installation for that, either configured for your physical GPU, or a software-based one with something like swiftshader. See scripts/gen_sample_output.sh for instructions on generating sample output.
When your change is in a reasonable shape, just submit a pull request.

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Hardik0307 avatar Hardik0307 commented on May 2, 2024

Hey @kuhar want to work on this.

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kuhar avatar kuhar commented on May 2, 2024

Hi @Hardik0307, great! Feel free to ask any questions under this issue.

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Hardik0307 avatar Hardik0307 commented on May 2, 2024

Hi @Hardik0307, great! Feel free to ask any questions under this issue.
Creating dispatchable objects

is this helpful?

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Hardik0307 avatar Hardik0307 commented on May 2, 2024

@kuhar,
I've studied one layer frame_time_layer
and made changes in FrameTimeLayer_QueuePresentKHR like this

  auto device = layer_data->GetDevice.Get(DeviceKey(queue));
  
 auto next_proc = layer_data->GetNextDeviceProcAddr(
      device, &VkLayerDispatchTable::QueuePresentKHR);
  return (next_proc)(queue, present_info);

Review.

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