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This could very well be just a misunderstanding on my part, so a change to documentation might suffice:
When destroying a texture shortly after using GraphicsDevice.UpdateTexture the validation layers can throw VUID-vkDestroyImage-image-01000 as internally a command list is submitted for the update but not waited for completion. Maybe even data races might be possible by updating the same texture twice?
In other words is the following code correct as per the intention of Veldrid:
Such ambiguities should be solved by the documentation or prevented by waiting after every update, which of course could produce a performance problem.
btw: The workaround for single-threaded applications would be calling GraphicsDevice.WaitForIdle before disposing.
The text was updated successfully, but these errors were encountered:
This could very well be just a misunderstanding on my part, so a change to documentation might suffice:
When destroying a texture shortly after using
GraphicsDevice.UpdateTexture
the validation layers can throw VUID-vkDestroyImage-image-01000 as internally a command list is submitted for the update but not waited for completion. Maybe even data races might be possible by updating the same texture twice?In other words is the following code correct as per the intention of Veldrid:
Such ambiguities should be solved by the documentation or prevented by waiting after every update, which of course could produce a performance problem.
btw: The workaround for single-threaded applications would be calling
GraphicsDevice.WaitForIdle
before disposing.The text was updated successfully, but these errors were encountered: