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    Florian Hänel
    @heeen
    Austin Johnson
    @AustinJ235
    Sadly I don't know all the in and outs of vulkano, so my knowledge on this subject is rather poor. I don't believe we export any raw types. I'd happily merge a pull request for such a feature if you were able to figure this out.
    Antonino Siena
    @nifker
    I guess implementing AsRawHandle and AsRawFd might be senseful here
    wizzard
    @simdimdim
    I've experienced the same issue @dobrakmato did (its actually a bit worse than mentioned : vulkano-rs/vulkano#1273 ) any advice? (besides using older vulkano version?)
    Austin Johnson
    @AustinJ235
    well knowing that it is caused i. newer versions is helpful
    wonder if is from the new spirv version
    antonino
    @pac85_gitlab
    Hi, I'm getting an OomError(OutOfHostMemory) when I try to submit any CommandBuffer to a queue that supports graphics
    Ziqul
    @Ziqul
    @dobrakmato, can you please give recepie for workaround? Stuck in this assertion failed and do not understand how I can replace shader_kind in private struct, or even if I should do this.
    nickwilcox
    @nickwilcox
    @Ziqul the bug in vulkano is fixed but it hasn't been released to crates.io yet. You could point your cargo.toml straight to github if you want the bleeding edge.
    Ziqul
    @Ziqul
    Thanks!
    Straditarion
    @Straditarion
    Hey, is there a way to check whether a format for attachment image is supported? Or
    Huh, I didn't technically send that message yet... Well, anyway, by or I meant using "?" operator after macro/dummy image creation looking for error is just fine?
    wizzard
    @simdimdim
    Current build appears to be failing?
    Austin Johnson
    @AustinJ235
    Lately builds have been timing out a lot, mainly due to the cargo publish command that runs everytime that master is updated. That doesn't utilize any cache so it tends to timeout during the build. Other times it times out when fetching the cache which is out of our control.
    I tried changing from the default travis ci caching that is used for rust and it seems to helped some. Honestly it wouldn't be a terrible idea to look at other build services.
    wizzard
    @simdimdim
    Didn't github introduce Actions recently? Maybe that can help?
    Wojciech Bartnik
    @yisonPylkita
    For everyone new to Vulkan - I was wondering why each frame in triangle example takes only 16ms (60 FPS).
    It was due to PresentMode::Fifo . If you don't care about vsync (or GPU power consumption) then change it to PresentMode::Mailbox
    Dylan Blanchard
    @Tskken
    hi, so I typically work on my mac laptop for programming and am trying to get it to work with vulkano. I set the ~/bash_profile values as shown in the setup for macos but its still giving me an error saying the lib is missing. Is there something else that I need to set up to get it to compile on macos?
        Finished dev [unoptimized + debuginfo] target(s) in 0.32s
         Running `target/debug/triangle`
    thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: LoadingError(LibraryLoadFailure("dlopen(libvulkan.1.dylib, 1): image not found"))', src/libcore/result.rs:999:5
    note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace.
    thats the error im getting when running the example triangles
    wizzard
    @simdimdim
    @Tskken did you actually install the SDK or just unpacked it? (also something that often happens to me - forgetting to source the new settings xD)
    Dylan Blanchard
    @Tskken
    what do you mean but install it? i followed the directions on the readme so if there is something else other then adding the export's to your .bash_profile then ya i didn't do it. is there some other thing you have to do for installing the sdks that is not in the readme that you have to do?
    im running the examples off of a git clone of the master branch of vulkano
    Dylan Blanchard
    @Tskken
    so given what you said i tried running the vulkan_sdk install_vulkan.py file and i get this error
    Traceback (most recent call last):
      File "./install_vulkan.py", line 142, in <module>
        main()
      File "./install_vulkan.py", line 131, in main
        os.symlink(absolute_copy_files[key]["Link"], os.path.join(absolute_copy_files[key]["Dest"], os.path.basename(key)))
    OSError: [Errno 17] File exists
    not sure if thats what you ment by installing but that doesnt seem to work ether
    Dylan Blanchard
    @Tskken
    nvm i got it i had to go through and remove some old moltinvk installs aparently because the install_vulkan.py doesnt work if a file with the name it is trying to create already exists
    somehow when i tried to do this before i guess the setup got broken and was breaking everything else annoyingly
    wizzard
    @simdimdim
    gratz. On a different topic, does anyone have or happen to know where I can find a simple example of feeding the output of a compute pipeline? I'm pretty confident it should be very doable to just chain the operations, but end up having formats mismatch
    wizzard
    @simdimdim
    nvm, got it working ( yet to figure out how tho xD)
    Austin Johnson
    @AustinJ235
    @wizzard
    There is an open issue about dropping type checking on the buffers. I think there could be some work around formats to make them friendly to use but also just an unsafe function to type cast into anything with having to transmute the buffer tyoe to get around the type checking
    Would like to know how your experience has been and your thoughts on the current interface for this. I know I have had issues with it in the past.
    Killian
    @KillianDS
    I'm using vulkan_shaders with external files instead of inlining the shaders. However, I have now run into the problem that cargo doesn't detect a shader file change as a reason to recompile. I couldn't find something (easily), but is there a way to make rustc (or cargo) aware to rebuild a crate if only a shader changed, or do I always have to clean the crate manually first?
    wizzard
    @simdimdim

    @KillianDS

    mod fs {
        vulkano_shaders::shader! {ty: "fragment", path:"shaders/frag.glsl"}
    }
    // Used to force recompilation of shader change
    #[allow(dead_code)]
    const SHADER1: &str = include_str!("../shaders/frag.glsl");

    how to force check file changes

    wizzard
    @simdimdim
    @AustinJ235 for the time being I just ended up creating a new buffer from the old one, I'm neither a great dev (yet), nor do I have much experience with the library itself, I was planning to looking for how other people have done that, and would definitely check your repo(s) since apparently you've already dealt with the issue before :) given the choice instead of dropping it altogether I rather have an alternative to the default behavior, or a way to disable it on demand. Maybe it would be nice to have safe casting between compatible types, but no idea how that can work out. as for your last question, I don't think I have even seen the current interface on how to do it the normal/expected/supposed to way, but would be very thankful for an example of how other people have done that if you happen to have one :)
    Killian
    @KillianDS
    Thanks, I didn't think of doing a dead code workaround with the include macros. It will not work everywhere because of the path lookup differences, but is good enough for the time being.
    Nils Martel
    @sombrastudios

    Hi, I ran into a little problem, while following the guide on Vulkano.rs

    Ive got this code:

    use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice};
    
    fn main() {
        let instance = Instance::new(None, &InstanceExtensions::none(), None).expect("no instance");
    
        let devices = PhysicalDevice::enumerate(&instance).collect::<Vec<_>>();
        dbg!(&devices);
    
        for family in devices.queue_families() {
            println!(
                "Found a queue family with {:?} queue(s)",
                family.queues_count()
            );
        }
    }

    Now, there's an error message popping up, because the method queue_families can't be found. Does anyone know, how to import it?

    Killian
    @KillianDS
    You are reading queue_families on a Vec, you should read it on an element of the Vec.
    Nils Martel
    @sombrastudios
    Geez luise, thank you!
    That was insanely fast help and perfectly the right one :)
    alex5nader
    @alex5nader
    I'm not sure what's going wrong with my code. I'm doing the example compute operations from here: https://github.com/vulkano-rs/vulkano-www/blob/master/examples/guide-compute-operations.rs and every time I run, the assertions fail. I've tried printing everything in the buffer, and it turns out it is never being modified by the shader. I did have to lower the size of the buffer to 16384 because my graphics card's uniform buffer size limit is 65536, so it can only handle a size of 16384.
    I also had to enable the khr_storage_buffer_storage_class device extension, as originally it was panicking telling me to enable it.
    wizzard
    @simdimdim
    @alex5nader look at the compute example in latest git commit of the repo (and possibly switch your project to build from git too, there were some changes in SBO due to spriv(?) version bump
    alex5nader
    @alex5nader
    would that be the example here: https://github.com/vulkano-rs/vulkano/blob/master/examples/src/bin/basic-compute-shader.rs?
    alex5nader
    @alex5nader
    Using the example I linked, the same error occurs (buffer data is unchanged).
    wizzard
    @simdimdim

    did you

    vulkano={git="https://github.com/simdimdim/vulkano"}
    vulkano-win={git="https://github.com/simdimdim/vulkano"}
    vulkano-shaders={git="https://github.com/simdimdim/vulkano"}
    vk-sys ={git = "https://github.com/simdimdim/vulkano", branch = "master" }

    ? cuz I had the same issue and that fixed it entirely

    alex5nader
    @alex5nader
    ahhh