Comments (4)
CMake flag to build only single layer
For this, I'd kind of expect there to be a single layer; otherwise we're just introducing a bunch of overhead by indirecting through all the layers. The same conclusion was reached by the (now singular) validation layer. Build flags to exclude extensions from the build wouldn't be a terrible idea though.
We should probably come up with a set of guidelines on how to contribute extensions (e.g. conventions they should use like how to adhere to build flags), and how to ship this layer with an application.
We should also add an implementation of VK_EXT_private_data as a part of the baseline changes as well, since it's almost guaranteed we'll need that for future extensions, otherwise this wheel will simply be reinvented over and over again (maybe that should be a separate issue?).
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There are CI Linux/MacOS builds. It's based off what the validation layers have.
from vulkan-extensionlayer.
The difference is the old Validation Layers made no sense by themselves. For this, I wouldn't want to force the overhead of one extension layer over the other
As fo VK_EXT_private_data, there will be implementations that don't support it and that needs to be accounted for
from vulkan-extensionlayer.
So basically everything I wanted out of this issue was added with the sync2 layer
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Related Issues (20)
- shader_object_full_draw_state_struct_members.inl: error: use of undeclared identifier 'assert' HOT 5
- v1.3.248 fails to build with libc++
- Manual cloning of `shaderc` needed when building for Android on Windows ?
- decompression: DecompressionTest.DecompressMemory crashes on Android HOT 12
- Cleanup CMake / GHA for this repo HOT 1
- shader object emulation layer documentation - remove/update Android information HOT 1
- [question] It's possible will have support extension layer for VK_EXT_robustness2? HOT 1
- Race condition in shader object layer? HOT 3
- Test failure on AMD 6800 machines HOT 1
- Potential use of pipeline with different shaders than requested
- ShaderObject: `VK_NULL_HANDLE` used instead of correct pipeline
- Bad behaviour of captured `vkEnumerateDeviceExtensionProperties` HOT 3
- shaderObject: possible alignment issues
- Adding support for VK_EXT_dynamic_rendering_unused_attachements in shader objects layer
- Test Failure on a Nvidia 2070 with 32 bit build on Windows 10 with 531.79 driver
- Remove ndk-build HOT 1
- layers incorrectly rewrite extensions list HOT 5
- When using sync2 layer, VK_KHR_synchronization2 extension is reported twice
- Decompression Layer Testing fails on Pixel 7 and Galaxy S23 HOT 11
- [Shader Object] Incorrect structure type reported in pNext chain of device create info HOT 2
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