Comments (14)
If I can finish these I might understand the code well enough to contribute to source!
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after a quick run, validation report pNext invalid value in Create structs. This means that your structures are not well initialized, and content of fields you don't use, are not zeroed.
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Got it!
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And you use the following command to synchronize the application with the GPU:
vkDeviceWaitIdle()
Is there a reason for not using fences?
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You are right, waiting on device idle is overkill, I can use a draw fence. for the queues, I'll update the rendering loop in the next push on master.
I think lots of middle-market cards has only one graphic queue that support presentation. Also presentation should be transfer operations in the hardware, it should be ok for processing cycles.
We have to sync with final image from surface, it's availability is guaranteed on context destruction. We may test a triple buffering (vkvg_surface_image->image->presentation_image.) now it's (vkvg_surf_image->presentation_image). We may optimize the queue selection to fit to all hardware configurations.
I'm also thinking of a surface fence.
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I have a sample tutorial where I can test things but the memory barrier to copy the drawing surface is crashing the application... I will send you the sample afterwards.
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This file contains the example I built which tries to remove the need for vkh. The function linkVulkanWithDrawingSurface is throwing an error at runtime at the moment. To compile the code we need a C++ 17 compatible compiler. If you don't like the fact that it uses C++ I can try to translate it into C but the simplicity goes a bit out the window.
testing.txt
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The code does not have any comments at the moment because it still does not work!
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yes, if you use blitting for copying vkvg image to swapchain image, but you may render with a full screen texture pipeline and the vkvg image as attachment if you don't have blit source/dest. Also you have to say when you create your swapchain, which usage you plan for its images, if you don't have blit_dst in the swapchain create info fields, it will fail even if that format support blitting.
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I have it working... I forgot to add the context creation function... But I have the file now working. How detailed do you want my description to be? Something like this?
LunarSamples
The code which I will try to explain is here:
vkvg_code.txt
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Try maybe to avoid too deep explanation on vulkan details, and redirect to other dedicated tutorials. For vkvg, explain from you point of view, trying to point what you needed to understand to complete this sample, be creative and do what you think is best.
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Ok, working on it today. Can you give me permission to submit files to the repository?
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No, you have your fork and you propose pull request. That's the normal procedure. If this account was a company, it would be ok to share permissions, but on my personal account, there's no way to have me give write permissions to it, even to close collaborators or friends.
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Also note that vkvg is the result of about 10-15 years of work and learning.
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Related Issues (20)
- gradient alpha channel ignored HOT 2
- Segfaults in surface test HOT 1
- Build deb for Debian / Ubuntu HOT 2
- Premult Alpha handling for image load/write
- Special objects with VKVG_STATUS_NO_MEMORY instead of NULL pointer.
- TimeLine semaphore HOT 2
- Issue with getting glyphs info HOT 26
- Implementing Unit Testing with Meson
- Tests crash and other related bugs and Validation errors: HOT 11
- Having trouble using vkh.h HOT 1
- M_PI undeclared HOT 2
- tests/bezier screen not clear on each frame HOT 3
- Cannot build tests on linux with static GLFW HOT 3
- Multi-window support? HOT 3
- crash when i use multithreaded to draw text HOT 5
- i want to remove the font lock HOT 1
- Vulkan validator prints error on fragment compilation (vkCreateShaderModule) HOT 8
- Failed to build on MSYS2 MINGW64 HOT 3
- logicOp not supported on MoltenVK / M2 Mini HOT 3
- vkvg api to query vulkan context creation requirements
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