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Because I am a complete noob of vulkan, I don't know how it crashed. But these modification works:
// examples/triangle/triangle.cpp: line 388
// Pass the semaphore signaled by the command buffer submission from the submit info as the wait semaphore for swap chain presentation
// This ensures that the image is not presented to the windowing system until all commands have been submitted
VkResult present = swapChain.queuePresent(queue, currentBuffer, renderCompleteSemaphore);
- if (!((present == VK_SUCCESS) || (present == VK_SUBOPTIMAL_KHR))) {+ if (present == VK_ERROR_OUT_OF_DATE_KHR) {+ windowResized();+ }else if (!((present == VK_SUCCESS) || (present == VK_SUBOPTIMAL_KHR))) {
VK_CHECK_RESULT(present);
}
#endif
The text was updated successfully, but these errors were encountered:
I observed the VK_SUBOPTIMAL_KHR error on Android too and it causes the windowResized() function to be called which recreate the swapChain. This happen every frame.
If I ignore it and skip calling the windowResized() function (and thus do not recreate the swapChain), the next frame will render black. This happens only on the next frame as the following frame it will render correctly with VK_SUBOPTIMAL_KHR error again and so on. (the pattern is: render fine with suboptimal error - render black - render fine with suboptimal error - render black ...) of course for player it looks like the scene is flickering.
Hello, when I clone the repo and want to try the triangle example, it crashed.
Build Command:
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Run Command:
Vulkan Info:
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Because I am a complete noob of vulkan, I don't know how it crashed. But these modification works:
The text was updated successfully, but these errors were encountered: