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Hello, I recently discovered this library. It seems pretty cool. I wanted to try it out for writing a fairly simple test rendering application on desktop environments (Linux but possibly Windows in the future as well). My desktop computer was able to startup a filament engine just fine and it defaulted to the Vulkan backend (that was expected). However, as I go to work on this code on my laptop (sometimes I'm away from my office desk), creating a filament engine crashes seemingly because the vulkan backend seems to be trying to use an extension that my laptop can't use, VK_KHR_depth_stencil_resolve. That extension relies on VK_KHR_create_renderpass2 which this laptop's iGPU doesn't support (an intel HD Graphics 620, Kaby Lake era). It crashes and I can't even null check the returned engine pointer from Engine::create().
I can just hardcode it to use Engine::create(backend::Backend::OPENGL); but I'd rather just use opengl as a backup rather than the default. Is this something you just have to pick at build time or as an option before attempting to create the engine? Also, if there is way to use the vulkan backend without relying on the missing extensions that would be cool too (but understandable if that's not possible).
If anyone can help or give me some advice on how to handle this gracefully I would be very grateful.
PS, my desktop is using an AMD Vega 56. Both desktop and laptop are running Arch Linux.
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Hello, I recently discovered this library. It seems pretty cool. I wanted to try it out for writing a fairly simple test rendering application on desktop environments (Linux but possibly Windows in the future as well). My desktop computer was able to startup a filament engine just fine and it defaulted to the Vulkan backend (that was expected). However, as I go to work on this code on my laptop (sometimes I'm away from my office desk), creating a filament engine crashes seemingly because the vulkan backend seems to be trying to use an extension that my laptop can't use,
VK_KHR_depth_stencil_resolve. That extension relies onVK_KHR_create_renderpass2which this laptop's iGPU doesn't support (an intel HD Graphics 620, Kaby Lake era). It crashes and I can't even null check the returned engine pointer fromEngine::create().I can just hardcode it to use
Engine::create(backend::Backend::OPENGL);but I'd rather just use opengl as a backup rather than the default. Is this something you just have to pick at build time or as an option before attempting to create the engine? Also, if there is way to use the vulkan backend without relying on the missing extensions that would be cool too (but understandable if that's not possible).If anyone can help or give me some advice on how to handle this gracefully I would be very grateful.
PS, my desktop is using an AMD Vega 56. Both desktop and laptop are running Arch Linux.
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