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44
votes
1answers
9026 views

Rendering meshes with multiple indices

I have some vertex data. Positions, normals, texture coordinates. I probably loaded it from a .obj file or some other format. But each piece of vertex data has its own index. Can I render this mesh da...
14
votes
1answers
1177 views

Should I ever use a `vec3` inside of a uniform buffer or shader storage buffer object?

The vec3 type is a very nice type. It only takes up 3 floats, and I have data that only needs 3 floats. And I want to use one in a structure in a UBO and/or SSBO: layout(std140) uniform UBO { vec4 ...
15
votes
1answers
685 views

Vulkan: What is the point of sType in vk*CreateInfo structs?

In all of the create info structs (vk*CreateInfo) in the new Vulkan API, there is ALWAYS a .sType member. Why is this there if the value can only be one thing? Also the Vulkan specification is very ex...
3
votes
2answers
274 views

How to connect Android MediaCodec Surface to Vulkan

I have a pretty good understanding of decoding with Android MediaCodec and feeding YUV through a Surface into an OpenGL texture. I would like to do something similar with Vulkan. However I have not be...
2
votes
1answers
1691 views

VK_KHR_WIN32_SURFACE_EXTENSION_NAME undefined, in Vulkan code

I'm attempting to write a simple vulkan based application, but when trying to add the surface extension to the list of enabled extensions, like so: enabledExtensions.push_back( VK_KHR_SURFACE_EXT...
1
votes
2answers
147 views

VKAPI_ATTR and VKAPI_CALL macros in Vulkan

I have been searching and I still am not sure what VKAPI_ATTR and VKAPI_CALL are. I am not sure if they are suppose to be a macro or some fancy C++ function declaration I am not aware of. What is VKA...
7
votes
3answers
2408 views

Should I try to use as many queues as possible?

On my machine I have two queue families, one that supports everything and one that only supports transfer. The queue family that supports everything has a queueCount of 16. Now the spec states ...
9
votes
1answers
401 views

Could someone help me understand VkPhysicalDeviceMemoryProperties?

I'm trying to figure it out, but I'm getting a little stuck. The way the types and heaps are related is simple, if a bit strange. (why not just give VkMemoryHeap a VkMemoryType member?) I think I un...
4
votes
4answers
2957 views

How do I use Vulkan with MinGW? (R_X86_64_32 error)

I am trying to setup a bare bones program to use Vulkan. I installed the LunarG SDK. I have a tiny program that basically just calls vkCreateInstance. I compiled with this line: g++ -std=c++11 -I/c/V...
4
votes
1answers
290 views

Layout transition between multiple subpasses in Vulkan

I am trying to do two simple subpasses, where the second one has a dependency on the first one. //subpass 1 VkAttachmentReference colorReferences = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL }; ...

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