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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Crash when framebuffer is VK_NULL_HANDLE in VkCommandBufferInheritanceInfo"
href="https://bugs.freedesktop.org/show_bug.cgi?id=98198#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Crash when framebuffer is VK_NULL_HANDLE in VkCommandBufferInheritanceInfo"
href="https://bugs.freedesktop.org/show_bug.cgi?id=98198">bug 98198</a>
from <span class="vcard"><a class="email" href="mailto:konst@openmailbox.org" title="Konstantin <konst@openmailbox.org>"> <span class="fn">Konstantin</span></a>
</span></b>
<pre>Maybe a bit offtopic: If a vulkan developer supposed to provide separate
secondary comamand buffers for each framebuffer, wouldn't it be an overkill to
generate 4x as many secondary command buffers(for the whole scene graph)?
I don't see how I can avoid the last restrictions (1 node = one command buffer)
because each model needs different buffers. Even if one uses one giant Buffor
for all vertices and ubos, each model nees different textures -> this means
different descriptor sets -> which means different command buffers. Even if you
update the same descriptor set, you still may have different pipelines for some
models.
I would have thought setting inheritance.framebuffer to VK_NULL_HANDLE would be
the most usual case, unless it's a fixed demo.</pre>
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