Comments (6)
I noticed this as well today. On Windows we have no leaks, so this must be something that is specific to Linux. I'll take a look.
from mastering-graphics-programming-with-vulkan.
Interesting, the surface creation should be handled by SDL. Could you provide more details about the system you are running on? GPU and driver version would be a good start.
from mastering-graphics-programming-with-vulkan.
Sure - I'm running on a laptop with both integrated and dedicated GPU - integrated is Intel UHD 630, dedicated is NVidia 1070. OS is PopOS 22.04LTS, which is a derivative of Ubuntu 22.04. X11 windowing system,
I've included the output of 'vulkaninfo' for vulkan setup.
from mastering-graphics-programming-with-vulkan.
Ah, interesting. I think what might be happening is that the Intel integrated card is being picked up, rather than the discrete NVidia device. In chapter 1 we simply pick the first GPU available, which in your case could be the Intel one. From Chapter 4 we improved the selection to try and pick a discrete GPU first if available. You could try and copy the code from that chapter to see if it fixes the issue: https://github.com/PacktPublishing/Mastering-Graphics-Programming-with-Vulkan/blob/main/source/chapter4/graphics/gpu_device.cpp#L237
from mastering-graphics-programming-with-vulkan.
Thanks - that fixes it. At least it boots and runs... I do however get a memory leak notification when I close the app. Not sure where it's coming from... I've included the diff of my changes for you. Thanks.
Found active allocation 0x7fffedb8e5b0, 160
Found active allocation 0x7fffedb8e658, 168
Found active allocation 0x7fffedb8fb30, 160
Found active allocation 0x7fffedb8fbd8, 168
HeapAllocator Shutdown.
temp.zip
===============
FAILURE! Allocated memory detected. allocated 656, total 33560976
from mastering-graphics-programming-with-vulkan.
Thank you @theWatchmen I am closing the issue.
from mastering-graphics-programming-with-vulkan.
Related Issues (20)
- debug_mesh pipeline validation error. HOT 2
- Zero size framebuffer if dynamic rendering not available. (Chapter 7) HOT 2
- 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
- Issue with renderdoc capture from Chapter 11 HOT 2
- Can't run chapters 8,9,10,11,13,14 on Windows with the same error. HOT 3
- Transfer Synchronization HOT 3
- projected_p does not get negated. HOT 1
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