Comments (2)
IIRC I had issues running RenderDoc as well when we introduced mesh shaders. I don't remember the chapter we introduced them. Ray tracing might also cause issues. We didn't report this, but it could also be an issue on our side. Unfortunately RenderDoc sometimes fails silently when it fails to create an instance or device, so you might need to build a debug version to understand what's going wrong.
For this reason I used Nsight for the remainder of the book and it usually worked fine for me, even with bindless. Some resources are named to help you identify them. However the Nsight version I used is more than a year old, I haven't tested with newer versions.
from mastering-graphics-programming-with-vulkan.
Hi @omd24, I am closing this issue for now, please reopen if the issue persists.
from mastering-graphics-programming-with-vulkan.
Related Issues (20)
- Transfer capability is implied for graphics and compute queues HOT 1
- Issues with RX6600 HOT 17
- usability issue: the camera rotated when drag the imgui's window in demo chapter1 HOT 2
- a little confused HOT 3
- Mac version HOT 1
- Exits directly HOT 5
- No rule to make target 'chapter1' HOT 3
- Shader compilation on linux is broken HOT 2
- Loading gltf files bug makes it impossible to open gltf files HOT 2
- Compilation of IMGUI shader, and IMGUI render pass not working on Linux HOT 14
- replace "SDL2::SDL2" with "${SDL2_LIBRARIES}" in all 15 CMakeLists.txt files HOT 4
- So much differences in code between chapter 1 and 2, undocumented HOT 2
- why can't I compile in my macOS? with Arm M3 HOT 2
- Question about frustum aligned 3D texture HOT 3
- Can't run chapters 8,9,10,11,13,14 on Windows with the same error. HOT 3
- Transfer Synchronization HOT 4
- projected_p does not get negated. HOT 2
- Wrong check in frag shader HOT 2
- Running Project causes validation errors HOT 3
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