Fix for device creation queue priorities (scope was too narrow)
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1 changed files with 5 additions and 3 deletions
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@ -199,16 +199,17 @@ namespace vk
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// Get queue family indices for graphics and compute
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// Note that the indices may overlap depending on the implementation
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const float defaultQueuePriority(0.0f);
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// Graphics queue
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if (requestedQueueTypes & VK_QUEUE_GRAPHICS_BIT)
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{
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queueFamilyIndices.graphics = getQueueFamiliyIndex(VK_QUEUE_GRAPHICS_BIT);
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float queuePriority(0.0f);
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VkDeviceQueueCreateInfo queueInfo{};
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queueInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queueInfo.queueFamilyIndex = queueFamilyIndices.graphics;
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queueInfo.queueCount = 1;
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queueInfo.pQueuePriorities = &queuePriority;
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queueInfo.pQueuePriorities = &defaultQueuePriority;
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queueCreateInfos.push_back(queueInfo);
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}
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else
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@ -223,12 +224,13 @@ namespace vk
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if (queueFamilyIndices.compute != queueFamilyIndices.graphics)
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{
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// If compute family index differs, we need an additional queue create info for the compute queue
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//todo: possibly wrong for release due to scope
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float queuePriority(0.0f);
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VkDeviceQueueCreateInfo queueInfo{};
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queueInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queueInfo.queueFamilyIndex = queueFamilyIndices.compute;
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queueInfo.queueCount = 1;
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queueInfo.pQueuePriorities = &queuePriority;
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queueInfo.pQueuePriorities = &defaultQueuePriority;
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queueCreateInfos.push_back(queueInfo);
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}
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// Else we use the same queue
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