.framebuffer = { VK_NULL_HANDLE },
};
err = vkBeginCommandBuffer(demo->cmd, &cmd_buf_info);
+ assert(!err);
}
VkImageMemoryBarrier image_memory_barrier = {
err = vkGetImageMemoryRequirements(demo->device,
demo->depth.image, &mem_reqs);
+ assert(!err);
demo->depth.mem_alloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
demo->depth.mem_alloc.pNext = NULL;
shaderCreateInfo.pName = "main";
shaderCreateInfo.stage = stage;
err = vkCreateShader(demo->device, &shaderCreateInfo, &shader);
+ assert(!err);
} else {
// Create fake SPV structure to feed GLSL
// to the driver "under the covers"
shaderCreateInfo.pName = "main";
shaderCreateInfo.stage = stage;
err = vkCreateShader(demo->device, &shaderCreateInfo, &shader);
+ assert(!err);
free((void *) moduleCreateInfo.pCode);
}
return shader;
.framebuffer = { VK_NULL_HANDLE },
};
err = vkBeginCommandBuffer(demo->setup_cmd, &cmd_buf_info);
+ assert(!err);
}
VkImageMemoryBarrier image_memory_barrier = {
assert(!err);
err = vkGetImageMemoryRequirements(demo->device, tex_obj->image, &mem_reqs);
+ assert(!err);
mem_alloc.allocationSize = mem_reqs.size;
err = memory_type_from_properties(demo, mem_reqs.memoryTypeBits, required_props, &mem_alloc.memoryTypeIndex);
err = vkGetBufferMemoryRequirements(demo->device,
demo->vertices.buf, &mem_reqs);
+ assert(!err);
mem_alloc.allocationSize = mem_reqs.size;
err = memory_type_from_properties(demo,
GET_DEVICE_PROC_ADDR(demo->device, QueuePresentKHR);
err = vkGetPhysicalDeviceProperties(demo->gpu, &demo->gpu_props);
+ assert(!err);
// Query with NULL data to get count
err = vkGetPhysicalDeviceQueueFamilyProperties(demo->gpu, &demo->queue_count, NULL);