No suitable memory type exception on ResizableBuffer
Opened this issue · 6 comments
Veldrid.VeldridException: 'No suitable memory type.
I am getting this exception on ResizableBuffer Update method.
Does this happen every time you start the game?
Could you provide a stack trace?
Does this happen every time you start the game?
yes It happens everytime I start.
Could you provide a stack trace?
at Veldrid.Vk.VulkanUtil.FindMemoryType(VkPhysicalDeviceMemoryProperties memProperties, UInt32 typeFilter, VkMemoryPropertyFlags properties)
at Veldrid.Vk.VkDeviceMemoryManager.Allocate(VkPhysicalDeviceMemoryProperties memProperties, UInt32 memoryTypeBits, VkMemoryPropertyFlags flags, Boolean persistentMapped, UInt64 size, UInt64 alignment, Boolean dedicated, VkImage dedicatedImage, VkBuffer dedicatedBuffer)
at Veldrid.Vk.VkBuffer..ctor(VkGraphicsDevice gd, UInt32 sizeInBytes, BufferUsage usage, String callerMember)
at Veldrid.Vk.VkResourceFactory.CreateBufferCore(BufferDescription& description)
at Veldrid.ResourceFactory.CreateBuffer(BufferDescription& description)
at Veldrid.ResourceFactory.CreateBuffer(BufferDescription description)
at Clunker.Graphics.ResizableBuffer1.Update(Span
1 data) in D:\Trunk\F\Wrecker-master\Clunker\Graphics\ResizableBuffer.cs:line 60
at Clunker.Voxels.Meshing.VoxelGridMesher.Update(Double state, Entity& entity) in D:\Trunk\F\Wrecker-master\Clunker\Voxels\Meshing\VoxelGridMesher.cs:line 111
at DefaultEcs.System.AEntitySystem1.Update(T state, ReadOnlySpan
1 entities)
at DefaultEcs.System.AEntitySystem1.Runnable.Run(Int32 index, Int32 maxIndex) at DefaultEcs.Threading.DefaultParallelRunner.Run(IParallelRunnable runnable) at DefaultEcs.System.AEntitySystem
1.Update(T state)
at Clunker.Scene.Update(Double deltaSec) in D:\Trunk\F\Wrecker-master\Clunker\Scene.cs:line 114
at Clunker.ClunkerClientApp.<>c__DisplayClass36_0.b__0() in D:\Trunk\F\Wrecker-master\Clunker\ClunkerClientApp.cs:line 125
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__274_0(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
this is the stack trace
Thanks! Could you tell me what OS and version you are running on? This does not happen to me when I run the game.
I am on Windows 10 Pro 20H2 OS Build 19042.985.