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Vulkan-ValidationLayers reviews and mentions
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Help a noob out: compute shader synchronization/scheduling
For debugging these kinds of issues, I would recommend enabling the synchronization validation layer.
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Managing bindless descriptors in Vulkan
Currently validation layers might generate false-positive errors: https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3450
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Emacs Is Not Enough
Which is why a GPU debugger with frame tracing is so much better option.
By the way, there are actually ways to expose a print function on shader code, provided there is driver support.
https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob...
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Assertions in compute shaders
It sounds like your issue may be caused by improper synchronization between passes and/or memory hazards. If so, I recommend trying to enable the synchronization validation layer if you haven't tried that already
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Possible nvidia linux driver bug?
Some already open issues (that are the same or similar). https://github.com/Greyrat7490/ZeroVulkan/issues/2 https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3262
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State of GPGPU in 2022
In Vulkan's GLSL there is useful extension debug_printf, that lets print values of variables directly form GPU, are there any GPU debug 'helpers' in Rust?
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Dynamic Rendering and Output attachment
If you're using an older SDK it's most probably this bug: https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3554
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Swapchain (re)creation not keeping up with windows resize event and causing a validation warning
There was an issue within the validation layers that was only solved 9 days ago.
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A note from our sponsor - WorkOS
workos.com | 29 Mar 2024
Stats
KhronosGroup/Vulkan-ValidationLayers is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of Vulkan-ValidationLayers is C++.
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