Hi!
I am crashing during a call to vk::GetQueue.
I am using v 1.2.135.0.
GeForce GTX 750 Ti, driver version 445.87 (up to date).
Building in visual studio 19
When I try to get a queue from the the device for the first time it crashes, inside vkGetDeviceQueue
or returning from it. The device is valid, the queue family and index both look fine (0 and 0) and I am passing in a newly created queue structure for it to fill in. The device worked on many other calls, at least in initialization.
I have the Lunar G standard validation layer on, which says nothing at all aside from some verbose loading warnings. The enumerator says there were a couple more, but it didn’t seem amused when I tried to turn them on. I do verify that the card supports queue families and use the proper indices
There was an alternate call, getQueue2
. I tried it, it didn’t crash, but the queue it returned was not useable.
I am doing the dynamic loading, which works otherwise.
I order my intialization like this:
std::array<std::function<bool()>, 14> initSteps = {
[&]() {return InitDynamicLoader(); },
[&]() {return VerifyExtensions(); },
[&]() {return InitInstance(); },
[&]() {return InitDebugger(); },
[&]() {return InitPhysicalDevice(); },
[&]() {return InitSurface(); },
[&]() {return IdentifyQueueFamilies(); },
[&]() {return InitDevice(); },
[&]() {return InitSwapChain(); },
[&]() {return InitFrameImages(); },
[&]() {return InitRenderPass(); },
[&]() {return InitFrameBuffers(); },
[&]() {return InitCommandBuffers(); },
[&]() {return InitSemaphores(); }
};
This is my first time messing around with vulkan, and I haven’t seen anything on screen yet. That long chain of calls were refactored from an example online called vulkanHppMinimalExample
. I’ve (brainfarts aside) error checked every call and am hanging on everything return to me in some unique pointers.
Hopefully that’s a thorough enough brain dump, thx for any insight anyone might have.