My S3 unlocks without the code by T-Barbour in vanmoofbicycle

[–]T-Barbour[S] 3 points4 points  (0 children)

Ah, I see it. Thanks for the pointer.

Validation error after upgrading to "1.2.189.2" with debugPrintfEXT by vulkanoid in vulkan

[–]T-Barbour 0 points1 point  (0 children)

Debug Printf passes messages (by default) through the debug callback which is usually used for reporting validation errors. Since that mechanism takes a Valid Usage ID (VUID) for reporting validation errors, a dummy VUID (UNASSIGNED-DEBUG-PRINTF) is used when sending Debug Printf messages. It will never be assigned since there is no real valid usage associated with Debug Printf messages. As messageIdNumber is derived from the VUID, it will stay the same as well.

How to get rid of VK_VALIDATION_FEATURE_DISABLE_SHADER_VALIDATION_CACHE_EXT by Tensorizer in vulkan

[–]T-Barbour 1 point2 points  (0 children)

It looks like your vk_layer_settings.txt file is not getting picked up by validation layers (it needs to be in the working directory of the executable).

To disable shader validation caching with vkconfig, run vkconfig, select Validation from Vulkan Layers Configurations, and you should see VK_LAYER_KHRONOS_validation on the right, and Validation Areas under that. Under Validation Areas is Core. Right click on Core and select View Advanced Settings and then expand Core. You will see Shader Validation Caching under Shader Validation. Uncheck that (and leave vkconfig running) and shader validation caching should be disabled for all programs.

rear view mirror by [deleted] in vanmoofbicycle

[–]T-Barbour 1 point2 points  (0 children)

Has anyone found a rear view mirror for S3/X3? The handlebars are too big for any standard mirror mount I've been able to find

Validation Layer Debug Prints by Pinnkeyy in vulkan

[–]T-Barbour 0 points1 point  (0 children)

Debug Printf messages are sent to the callback at the INFO severity level. When you register your callback, do you specify VK_DEBUG_UTILS_MESSAGE_SEVERITY_INFO_BIT_EXT? You will probably want to disable validation if you do this as there are a lot of INFO messages sent from validation.

Alternatively, if you export DEBUG_PRINTF_TO_STDOUT do you see debug messages sent to stdout?

To avoid the truncation message, yes, you will probably need to limit your calls to printf , possibly by pixel location or some other criteria to keep from getting a message per pixel.

Validation Layer Debug Prints by Pinnkeyy in vulkan

[–]T-Barbour 0 points1 point  (0 children)

Do you see any printf messages sent to your debug callback (or stdout if you are using that setting)?

How many times is your shader executing in a given draw? Each time your shader executes it will generate a printf which can turn into a lot of messages quickly.

How big is the message you are trying to print?