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What is actually a Queue family in Vulkan?...


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How can I make fragment_shader have a ouput to stencil_attachment?...


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How can I implement the Rule of Three for Vulkan Objects?...


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VkDescriptorSetLayoutBinding descriptorCount == 0 vs not specifying the entry?...


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Successive compute kernels in vulkan...


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Is it possible to annotate a VkDeviceMemory object with a name, for debugging purposes?...


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Whats the vulkan equialent for D3D12 ClearUnorderedAccessView...


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Vulkan performance issues if data is sorted...


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How are separated sampled images and samplers used in Vulkan with GLSL?...


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Why is my HLSL shader unable to compile to SPIRV?...


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Can someone help me understand viewport, scissor, renderarea, framebuffer size, attachment size in v...


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Trying to understand Vulkan RenderPass compatibility...


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Using VK_IMAGE_TILING_LINEAR for srgb formats?...


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Difference between VK_ACCESS_SHADER_READ_BIT and VK_ACCESS_MEMORY_READ_BIT...


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What happens if I use an access mask with top of pipe bit as stage?...


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Access Violation in Vulkan Memory Allocator...


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How can I debug/fix "missing target profile", "ignored attribute", and "sem...


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How to properly use VK_IMAGE_LAYOUT_PREINITIALIZED?...


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Vulkan vkCreateWin32SurfaceKHR fails to load...


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What is the range for vkCmdDrawMeshTasksEXT's arguments, or how would I find out?...


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vkCmdPipelineBarrier complains about tessellationShader feature not being enabled, but its not even ...


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Vulkan error vkCreateDevice : VK_ERROR_EXTENSION_NOT_PRESENT...


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Accessing Fragment Area in shader...


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How to use glslang...


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vkCreateSwapchainKHR fails with VK_ERROR_OUT_OF_DEVICE_MEMORY...


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Can you attach a null image view handle to a framebuffer?...


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Does an layout transition (image barrier) itself constitute a transfer write or read for access mask...


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Is it possible to share textures between processes without texture's data copy?...


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