On Sunday, 2 May 2021 at 12:35:51 UTC, evilrat wrote:
On Sunday, 2 May 2021 at 08:58:30 UTC, Danny Arends wrote:

Any thoughts on why loading the Vulkan library using SDL2 would not work ?
thoughts in general about the process ?

Just few tips.
GC "crashes" since you have custom main, D default main has runtime initialization code so it "just works", in you custom main function try to do this before any call to D code.

https://dlang.org/phobos/core_runtime.html#.Runtime.initialize

```d
extern(C) main()
{
    import core.runtime;
    Runtime.initialize();
    scope(exit)
      Runtime.terminate();
}
```


Yeah, I just use the rt_init() and disable it, no real issue. Most of the code is @nogc code anyway.

As for SDL2, are you sure it was built with Vulkan support?

That's the thing I worry about, since the SDL2 libraries are locally build using android studio and I'm kind of a noob in that.

I use the provided android_project (from the sdl zip) and make symbolic links in the app/jni folder to:

SDL, SDL2_Image, SDL2_Mixer, Etc

I delete the creation of the libmain.so by removing the src/ folder

Do you have any other Vulkan apps to test if it actually supported by your device?

It's android 10 so it should be, but I could try creating a c minimal example in vulkan, although that's gonna be 500 LoC as well.

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