after several hours of troubleshooting various compile errors i switched to linux where everything just worked immediately.
new problem: i'm getting this runtime error:
Device extension "khr_storage_buffer_storage_class" required
when running the compute example from the guide. what do ?
Hey I was wondering how to construct a type for a pipeline object I was storing on a struct? Is there an example of this somewhere I can study? I am currently using
pipeline: Arc<dyn GraphicsPipelineAbstract + Send + Sync>,
This looses the type of the vertex it was constructed with when stored to the struct causing errors when I go to pass in my vertex buffer to a draw call. If someone could point me in the right direction that would be awesome.
@cosmicchipsocket In theory we can implement a new API for Vulkano that would allow shaders loading(and maybe even compiling) in runtime and even in safe way(with some runtime overhead), but it would contradict Vulkan's design approach fundamentals that assume that the user is loading and configuring everything beforehand. Generally speaking if we change the Shader and recreating the Pipeline and all related objects often it could lead to performance penalties in Vulkan(and actually in OpenGL too). Especially when the shaders' code significantly differ between loadings.
If the shader's initial specialization is a goal, then one can use specialization constants on Pipeline creation stage. Specialization constants work in form of "macros" inside the shader, and as such allow to change the shader program workflow significantly. I use this feature often in my project. There is just one huge shader with thousands of lines in source code, and several specialization constants that allow to specialize this large shader into several small one. This approach works perfectly in Vulkano, has no performance issues(at least so far I didn't notice any), and doesn't require Shader re-compilation in runtime.