因此,我在没有验证层的情况下进行了测试,然后vkCreateGraphicsPipeline失败了VK_ERROR_VALIDATION_FAILED_EXT因此。 现在,我已经阅读了教程的“管道”部分,但我几次都没有发现任何错误。我也尝试了Vulkan SDK的旧版本,但唯一的区别是该段故障发生在vkGetInstanceProcAddr代替vkCreateGraphicsPipeline. staticint loadShader...
const VkGraphicsPipelineCreateInfo* pCreateInfos, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipelines); 需要我们填充渲染管线的各种状态: typedef struct VkGraphicsPipelineCreateInfo { VkStructureType sType; const void* pNext; VkPipelineCreateFlags flags; uint32_t stageCount; const VkPipeline...
通过VkGraphicsPipelineCreateInfo,开发者可以在Vulkan API中创建一个高效的图形管线,从而实现各种复杂的图形渲染任务。 大纲/内容 sType VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO pNext VkPipelineCreateFlagBits flags 指示创建过程中的一些动作 stageCount VkPipelineShaderStageCreateInfo* pStages sType VK_STR...
Solved: Hi All ! I use glslang tool for compilation GLSL/HLSL to SPIR-V. We have two identical HLSL and GLSL vertex shaders. vkCreateGraphicsPipelines returns
Parallel vkCreateGraphicsPipelines calls lead to corrupted pipeline cache file I noticed that for some Vulkan apps, the AMD driver's pipeline cache files located in %LocalAppData%/AMD/VkCache aren't reused and instead a new file with a _1, _2, _3, ... suffix is create...
When calling vkCreateGraphicsPipelines with the Slang shader, the return value is VK_SUCCESS but the value written to pPipelines[0] is VK_NULL_HANDLE, which is invalid. The GLSL shader works as expected. I have attached both versions of the compiled shader along with their source codes....
用“-Wl,-Bstatic”指定链接静态库,使用“-Wl,-Bdynamic”指定链接共享库,使用示例: -Wl,-B...
创建Pipeline 构造信息: 它包括: 基本构造信息 VkStructureType 构建Pipeline额外需要的结构:const void* pNext 构建Pipeline时指定的Flags:VkPipelineCreateFlags 多个ShaderStage信息:VkPipeline
1、添加一个隐形的文本框 2、form表单设置 添加 onsubmit="return false;"
VkPipeline basePipelineHandle; int32_t basePipelineIndex; } VkGraphicsPipelineCreateInfo; 3. 开始写入 命令缓冲 时,renderPassBeginInfo需要在vkCmdBeginRenderPass 作为参数。 VKAPI_ATTR void VKAPI_CALL vkCmdBeginRenderPass( VkCommandBuffer commandBuffer, ...