Okko Hakola
Okko Hakola
~~Still thinking that something must have changed, because none of these errors popped up before.~~ Pretty sure I'm doing some things wrong as well.
#6323 This might be related. I tried doing submits only from main thread, and this error still keeps happening. My app is so complex, that it's hard to extract a...
This is a particularly frustrating one, because I don't even always get any validation errors. But every run of my game eventually reaches this error and panics. Wouldn't mind some...
After seeing #6318 I hoped I could catch the error by testing using `trunk`. Just testing was way too much work... having to fork so many libs... but got a...
So, I suppose this #6229 causes the lock acquisition problems. Maybe `handle_hal_error` could forcibly take the lock. Or the `device.lose` could be deferred to when the `snatch_guard` is out of...
@ErichDonGubler @teoxoy how likely is it that I am doing something wrong when getting device is lost? Or how likely is it that something is wrong on wgpu side. I...
Thanks, I'll try those. I realized I do still have some remaining warnings that I had missed from vulkan validation, so gonna check those also.
``` VUID-VkSwapchainCreateInfoKHR-pNext-07781(ERROR / SPEC): msgNum: 1284057537 - Validation Error: [ VUID-VkSwapchainCreateInfoKHR-pNext-07781 ] | MessageID = 0x4c8929c1 | vkCreateSwapchainKHR(): pCreateInfo->imageExtent (width = 1904, height = 984), which is outside the bounds...
This was an easy fix, and probably an easy to validate for you as well. ``` [0] 0x2b86eebcac0, type: 6, name: Death Sprites to Sim Input VUID-vkCmdDispatch-None-08114(ERROR / SPEC): msgNum:...
I got rid of my last such errors by switching bind groups that had texture arrays of fairly big quantities to use a texture atlas. I could never figure out...