
Pool corruption in file area critical process died update# Pool corruption in file area critical process died full#.Pool corruption in file area critical process died driver#.Pool corruption in file area critical process died update#.Pool corruption in file area critical process died drivers#.Pool corruption in file area critical process died how to#.Texture->view_create_info.subresourceRange. Texture->view_create_ = VK_IMAGE_ASPECT_COLOR_BIT Texture->view_create_info.format = format Texture->view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D Texture->view_create_info.image = texture->image Texture->view_create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO VkResult VulkanTextureManager::create_texture_image_view(std::shared_ptr texture, const VkFormat& format) VkFreeCommandBuffers(device, data_transfer_command_pool, 1, &data_transfer_command_buffer) Because we destroy the command buffer after submission, we have to allocate it every time begin_single_commands is called. Spdlog::debug("Destroying command buffer again.") Result = vkQueueWaitIdle(data_transfer_queue) Result = vkQueueSubmit(data_transfer_queue, 1, &submit_info, VK_NULL_HANDLE) Submit_info.pCommandBuffers = &data_transfer_command_buffer Submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO VkResult result = vkEndCommandBuffer(data_transfer_command_buffer) Spdlog::debug("Ended recording command buffer for single time commands.") VkResult VulkanTextureManager::end_single_time_commands() Result = vkBeginCommandBuffer(data_transfer_command_buffer, &command_buffer_begin_info) Begin recording of the command buffer. using VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT.Ĭommand_buffer_begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
#POOL CORRUPTION IN FILE AREA ERROR DRIVER#
It’s good practice to tell the driver about our intent the copy operation has finished executing. We’re only going to use the command buffer once and wait with returning from the function until VkCommandPoolCreateInfo command_pool_create_info = Ĭommand_buffer_begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO Ĭommand_buffer_begin_info.pNext = nullptr Spdlog::debug("Creating command pool for texture buffer manager.") Spdlog::debug("Initialising Vulkan texture buffer manager.") This->dbg_marker_manager = debug_marker_manager This->data_transfer_queue = data_transfer_queue VkResult VulkanTextureManager::initialise(const VkDevice& device, const VkPhysicalDevice& graphics_card, const std::shared_ptr debug_marker_manager, const VmaAllocator& vma_allocator, const uint32_t& transfer_queue_family_index, const VkQueue& data_transfer_queue) VulkanTextureManager::~VulkanTextureManager() VulkanTextureManager::VulkanTextureManager()

#include "./error-handling/VulkanErrorHandling.hpp" Let’s take a look at the texture creation: #include "VulkanTextureManager.hpp" I therefore conclude that it’s a problem with the texture memory. These colored squads will be rendered correctly, no matter how I change the window size. Layout(location = 1) in vec2 fragTexCoord Layout(binding = 1) uniform sampler2D texSampler #extension GL_ARB_separate_shader_objects : enable

#POOL CORRUPTION IN FILE AREA ERROR CODE#
However, if I change the fragment shader code to this: #version 450

When I increase the size of my window further, the corruption increases:įirst I thought the depth buffer causes problems.
