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ActionRPG on Android calls vkGetDeviceProcAddr for vkGetRefreshCycleDurationGOOGLE and vkGetPastPresentationTimingGOOGLE. Since these are instance functions, they fail.
The gfxreconstruct trace layer passes this call down to the next layer (the driver), which returns success, so the gfxreconstruct layer then returns the address of these functions in the gfxreconstruct layer.
The gfxreconstruct trace layer, strictly speaking, is not behaving correctly, but if the driver allows it, it allows it too, and the app works and can be traced. The api_dump layer (and other layers?) should do the same and not fail if the driver did not fail.
The text was updated successfully, but these errors were encountered:
Both vkGetRefreshCycleDurationGOOGLE and vkGetPastPresentationTimingGOOGLE take a VkDevice as the first parameter. This really means they are device functions. Additionally, VK_GOOGLE_display_timing is listed as a device extension, so I'm not sure where the idea that these are instance functions came from.
Regardless, this seems like there is another issue at play that is the cause of crashes using these functions. Without more info it's hard to say what is amiss.
ActionRPG on Android calls vkGetDeviceProcAddr for vkGetRefreshCycleDurationGOOGLE and vkGetPastPresentationTimingGOOGLE. Since these are instance functions, they fail.
The gfxreconstruct trace layer passes this call down to the next layer (the driver), which returns success, so the gfxreconstruct layer then returns the address of these functions in the gfxreconstruct layer.
The gfxreconstruct trace layer, strictly speaking, is not behaving correctly, but if the driver allows it, it allows it too, and the app works and can be traced. The api_dump layer (and other layers?) should do the same and not fail if the driver did not fail.
The text was updated successfully, but these errors were encountered: