Some problems with Vulkan

Hello. Help me with SDL surface and Vulkan context synchronization. I don’t
know how to make SDL surface for Vulkan rendering on them. I thinked about
framebuffer, but I know that framebuffer works only in internal GPU memory,
and can’t synchronize with SDL surface (except if manually “copy”). I want
to save possible to draw texts.
Also, I don’t know how to use framebuffer of Vulkan for good purpose in
SDL. And I don’t know how to “do not draw on win32 surface, only
framebuffers”.

Check the WSI extension for your platform(s) and pull the required
display/window handles out of the SDL_GetWindowWMInfo struct
SDL_GetWindowWMInfo() fills in.On Tue, Feb 16, 2016 at 5:57 PM, Alexey Solovey wrote:

Hello. Help me with SDL surface and Vulkan context synchronization. I don’t
know how to make SDL surface for Vulkan rendering on them. I thinked about
framebuffer, but I know that framebuffer works only in internal GPU memory,
and can’t synchronize with SDL surface (except if manually “copy”). I want
to save possible to draw texts.
Also, I don’t know how to use framebuffer of Vulkan for good purpose in SDL.
And I don’t know how to “do not draw on win32 surface, only framebuffers”.


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