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emergine's Issues

Command buffers

  • command pools
  • command buffer allocation
  • starting command buffer recording
  • starting a render pass
  • basic drawing commands
  • finishing up

Logical device & queues

  • introduction
  • specifying queues to be created
  • specifying used device features
  • creating the logical device
  • retrieving queue handles

rendering & presentation

  • setup
  • semaphores
  • acquiring an image from the swap chain
  • submitting the command buffer
  • subpass dependencies
  • presentation
  • frames in flight

Fixed functions

  • vertex input
  • input assembly
  • viewports & scissors
  • rasterizer
  • multisampling
  • depth & stencil testing
  • color blending
  • dynamic state
  • pipeline layout

Swap chain

  • checking for swap chain support
  • enabling device extensions
  • querying details of swap chain support
  • choosing right settings for swap chain support:
    • surface format
    • presentation mode
    • swap extent
  • creating the swap chain
  • retrieving the swap chain images

Graphics pipeline won't create.

PROBLEM

The moment vulkan tries to create the graphics pipeline, OpenGL tries to access memory it has no acces to.
image
image

POSSIBLE CAUSES

• It's most likely a mistake with the graphics pipeline itself, but at first glance this also seems to be set up correctly.
• It could also be a mistake in any of the prior steps, but I find it weird that this would only throw an error when making the graphics pipeline

EXCLUDED CAUSES

• It can't be a mistake in Visual Studio project configuration, as copy-pasting the entire example code to replace the existing code results in it working just fine.
• This indicates that it also can't be an issue with the shaders themselves, as I did not switch those out in the previous test.

FOUND CAUSE

Turns out it was just because my GPU driver was not 100% up to date.
Friendly reminder to everyone, including myself, to keep your graphics drivers updated 😅

Window Surface

  • window surface creation
  • querying for presentation support
  • creating the presentation queue

Base code

  • general structure
  • integrating glfw

Validation Layers

  • using validation layers
  • message callback
  • debugging instance creation & destruction

Shader modules

  • vertex shader
  • fragment shader
  • per-vertex colors
  • compiling the shaders
  • loading a shader
  • creating shader modules
  • shader stage creation

Swap chain recreation

  • recreating the swap chain
  • suboptimal or out-of-date swap chain
  • handling resizes explicitly
  • handling minimization

Render passes

  • setup
  • attachment description
  • subpasses and attachment references
  • render pass

Instance

  • creating an instance
  • checking for extension support
  • cleaning up

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