On Sunday, 2 May 2021 at 13:43:11 UTC, evilrat wrote:
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.


Oops, nevermind. I thought you've missed runtime initialization at all but you have rt_init. In that case you can try disable parallel collection, or it could be a bug.

https://dlang.org/spec/garbage.html#gc_config
https://dlang.org/spec/garbage.html#gc_parallel

As for SDL2, are you sure it was built with Vulkan support?
Do you have any other Vulkan apps to test if it actually supported by your device?

SDL2 docs also says vulkan load library should be called only after you created window surface. It is hard to say from provided code if you have that too.


Yeah, it's tricky to create an SDL window sometimes, like on android SDL_CreateWindow not being allowed to have it SDL_WINDOWPOS_CENTERED

I thought they meant use it like after SDL_Init(), but before you create the window. I think the function pointer might not be loaded since the SDL_Init returns a which means 2.0.1 for some reason.

I think something is going wrong and nothing is doing a dlopen() on vulkan.so

Anyway, I might try to look at this next weekend. Do you have this project available on github/google drive?

well it's just a bunch of files atm, but with a serious dependency chain, I'll try to minimize it. Guess for now the deprecated openGL has to be the fallback

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