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[20:43:24]
<Layl> I'm trying to use VMA in my project, I'm using Rust + Ash (for Vulkan) + vk-mem (for VMA). When I try to create a buffer though, I get VK_ERROR_FEATURE_NOT_PRESENT. Here's my code for reference, it should match the index staging buffer from the sample. https://gist.github.com/LaylConway/7868a7ef417cda9c63933c805a3103c2
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[20:43:54] <Layl> For some reason I can only create buffers that are GPU only, not CPU to GPU, GPU to CPU or CPU only
[20:44:05] <Layl> I'm probably making a silly beginner's mistake, but I've run out of ideas to fix this
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[20:54:46] <Ralith> it sounds like you need to enable some device feature for that lib to work
[20:55:10] <Ralith> are you running with the validation layers?
[20:57:34] <Layl> Ralith: I am using the validation layers. The docs seem to indicate this happens when VMA can't find a memory type for what you're requesting
[20:58:01] <Layl> If there's any specific feature that must be enabled, VMA's docs don't mention it
[20:58:14] <Ralith> is the error coming from the Vulkan impl or from VMA?
[20:59:22] <Layl> it's crashing in vk-mem, it's receiving an error from VMA and panicking on that
[20:59:55] <Layl> I don't know if the error is coming from vulkan or VMA itself, as there's no information other than that error code
[21:00:04] <Ralith> what memory type is it looking for that it's not finding?
[21:00:17] <Layl> Oh! I did miss a validation message that was printed before the stack trace
[21:00:42] <Layl> Says somewhere vkCreateBuffer is receiving VK_NULL_HANDLE
[21:01:03] <Layl> Oh nevermind that's a try I did where I removed the usage
[21:01:22] <Layl> Ralith: I don't know what memory type it's looking for as VMA resolves that, I just tell it what I need
[21:01:37] <Layl> Running it again with the usage again it doesn't print any validation errors
[21:01:52] <Ralith> you'll probably need to step into it to work out what's going on, then
[21:03:24] <Layl> Can't really do easily that when it's going across a language barrier into an external library
[21:03:55] * penguin42 did end up rebuilding vulkano on rust adding a few extra prints to figure out where errors were coming from
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[21:08:15] <Layl> Ralith: to clarify, I can get it working when it's a GPU only allocation, so it's not like there's fundamentally a device feature I'm missing for VMA to work
[21:08:29] <Layl> Just can't do much with only GPU accessible buffers
[21:08:39] <Ralith> yes, that was a red herring
[21:08:46] <Ralith> gdb steps across language barriers fine
[21:08:54] <turol> Layl: what gpu?
[21:09:01] <Layl> GTX 980
[21:09:54] <Layl> I don't think I've got gdb installed, I'm on windows and on the MSVC rust toolchain, I can try if I can debug it with VS2018
[21:10:08] <turol> so, nvidia-style memory areas
[21:13:17] <Layl> Oh right VS2017, 2018 doesn't exist
[21:16:20] <turol> are you sure you have the right usage?
[21:16:37] <turol> for cpu to gpu transfer you must use VMA_MEMORY_USAGE_CPU_TO_GPU
[21:16:45] <turol> you seem to be using CPU_ONLY
[21:16:55] <Layl> turol: both CPU_ONLY and CPU_TO_GPU give the same result
[21:22:03] <Layl> I am genuinely surprised that, yes indeed you can debug Rust in VS2017 without any plugins
[21:23:51] <Ralith> rust looks pretty much the same as C to a debugger
[21:23:54] <Ralith> this is not an accident
[21:25:18] <Layl> Alright, it seems the error is coming from vkCreateBuffer
[21:26:12] <Layl> Oh nevermind, I confused some control flow, one moment
[21:27:04] <Layl> Okay, in the create buffer function, it's coming from AllocateMemory
[21:29:35] <turol> looking at the code (might not be the same version) that could be because of vmaFindMemoryTypeIndex or AllocateMemoryOfType
[21:29:40] <turol> which one?
[21:31:33] <Layl> Yea, it seems to be coming from vmaFindMemoryTypeIndex
[21:35:24] <Layl> So I guess it can't find anything
[21:35:48] <turol> have you check with vulkaninfo that your driver is sane?
[21:36:01] <turol> nvidia should advertise a dozen memory types and two heaps
[21:39:35] <turol> yes, that's what it's supposed to look like
[21:39:53] <turol> the other reason findmemorytype could fail if the flags are not sane
[21:40:14] <turol> look at them with the debugger or looks at the rust binding source code
[21:42:15] <Layl> Required flags are `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT`
[21:44:30] <Layl> Huh actually, preferredFlags shows up as 7, not 6, so it also has the DEVICE_LOCAL_BIT
[21:44:37] <Layl> that's definitely not sane for CPU_ONLY memory
[21:44:47] <Layl> *requiredFlags
[21:45:44] <Layl> `pAllocationCreateInfo->requiredFlags` has that flag
[21:46:23] <turol> well there's you problem...
[21:46:29] <turol> sounds like some problem with the rust binding
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[21:49:08] <turol> what does "..Default::default()" in your code do?
[21:49:16] <turol> i don't speak rust
[21:49:49] <Ralith> in this case, zeroes out the unnamed members
[21:50:26] <Ralith> except for type fields, which are set appropriately
[21:58:44] <Layl> Right, it is correct that the struct coming from the bindings has the wrong flags
[22:00:34] <Layl> What the heck
[22:01:04] <Layl> This is not what I call a sane implementation of Default
[22:01:08] <Layl> Oh my god
[22:01:29] <Ralith> submit a PR
[22:01:34] <Layl> Yea, I'll go do that
[22:01:54] <Layl> Glad I at least found the issue
[22:02:12] <Layl> Easy mistake to make though, if you're quickly implementing it, since it's the first entry so it would be sane if it were an enum
[22:03:19] <Ralith> on a totally unrelated subject: is it legal to bind a texture array whose layers are not all in the declared layout, so long as your actual accesses are restricted to the layers that are?
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