You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
We are trying to use the compileManager when changing out portions of the scene and VSG is emitting this warning after a few iterations compiling shaders that use storage buffers. This may or may not be unique to storage buffer usage, but we'd like some help debugging this issue.
Warning: Context::reserve(const ResourceRequirements& requirements)
invalid combination of required_maxSets (0) & required_descriptorPoolSizes (1)
unable to allocate DescriptorPool.
The text was updated successfully, but these errors were encountered:
Hi,
This PR addressed this issue
vsg-dev/VulkanSceneGraph#961. I've been using it
for a year or so and it all works perfectly well. I haven't updated VSG for
around a month or 2 and now see that it doesn't pass all checks. It's only
a single line change though so should give you a good place to start and
the discussion will help.
Regards,
Roland
On Wed, 29 May 2024 at 08:05, John ***@***.***> wrote:
See #311 <#311>
We are trying to use the compileManager when changing out portions of the
scene and VSG is emitting this warning after a few iterations compiling
shaders that use storage buffers. This may or may not be unique to storage
buffer usage, but we'd like some help debugging this issue.
Warning: Context::reserve(const ResourceRequirements& requirements)
invalid combination of required_maxSets (0) & required_descriptorPoolSizes (1)
unable to allocate DescriptorPool.
—
Reply to this email directly, view it on GitHub
<#312>, or unsubscribe
<https://github.com/notifications/unsubscribe-auth/AAPOEQ72SZQFJDVI6HCVGDDZET5SRAVCNFSM6AAAAABINX2P2OVHI2DSMVQWIX3LMV43ASLTON2WKOZSGMZDCOJZGQZDGMQ>
.
You are receiving this because you are subscribed to this thread.Message
ID: ***@***.***>
It's actually 2 lines changed, not 1. I just re-based the PR on the latest VSG and it all appears to work OK. The check that didn't pass says that the Android test was cancelled. Give it a try and let us know if it works for you - it would be good to have another test.
See #311
We are trying to use the compileManager when changing out portions of the scene and VSG is emitting this warning after a few iterations compiling shaders that use storage buffers. This may or may not be unique to storage buffer usage, but we'd like some help debugging this issue.
The text was updated successfully, but these errors were encountered: