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https://git.code.sf.net/p/quake/quakeforge
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8b85e422d7
The stack is arbitrary strings that the validation layer debug callback prints in reverse order after each message. This makes it easy to work out what nodes in a pipeline/render pass plist are causing validation errors. Still have to narrow down the actual line, but the messages seem to help with that. Putting qfvPushDebug/qfvPopDebug around other calls to vulkan should help out a lot, tool. As a bonus, the stack is printed before debug_breakpoint is called, so it's immediately visible in gdb. |
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audio | ||
client | ||
console | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |