code_disaster,
@code_disaster@mastodon.gamedev.place avatar

So I used a new Vulkan descriptor type, but forgot to tell the driver to create a descriptor pool for it.

Windows/AMD: shrug "Ok!"

Debian/Nvidia: shrug "Ok! But that SPIRV extension you asked about? No chance, my friend!"

MoltenVK: "Hey, waaait a minute! Out of memory!"

sol_hsa,
@sol_hsa@mastodon.online avatar

@code_disaster validation layers didn't say anything?

code_disaster,
@code_disaster@mastodon.gamedev.place avatar

@sol_hsa Nope. On Mac/MoltenVK vkAllocateDescriptorSets() fails, but no error message or anything on the other systems.

code_disaster,
@code_disaster@mastodon.gamedev.place avatar

@sol_hsa maybe it starts with a small preset pool, or is somehow able/allowed to share with some other pool type? It's TYPE_UNIFORM_TEXEL_BUFFER I added. Before that I was just using TYPE_UNIFORM_BUFFER and Type_COMBINED_IMAGE_SAMPLER.

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