Has anyone encountered a problem with deallocating Win32 surface using NVIDIA drivers?
Unfortunately, there is no appropriate tutorial how to deal with the window system integration (WMI). I followed the samples from the LunarG SDK and modified a bit in order to incorporate into my code (framework). All functions return VK_SUCCESS, however, with 356.39-vkonly_geforce_win8 drivers, the application crashes at Vulkan instance destroy. With 356.45-vkonly_geforce_win8 drivers, the application doesn't crash, but there is a memory leak (pretty the same as if I prevent the instance destroying with 356.39).
Detected memory leaks!
Dumping objects ->{355} normal block at 0x06B223F0, 16 bytes long.Data: <` k P > 60 B1 6B 04 00 00 00 00 50 18 B2 06 00 00 00 00{349} normal block at 0x046BD9C8, 12 bytes long.Data: < > 02 00 00 00 03 00 00 00 01 00 00 00{348} normal block at 0x046BD978, 16 bytes long.Data: <, 2 > 2C 00 00 00 00 00 00 00 32 00 00 00 00 00 00 00
Also, is there any requirements for the window pixel format (like in OpenGL) in order to draw correctly on the surface?
So far it seems WMI is the most complicated part of the Vulkan. ![]()
I hope after finishing correctly some interface functions for presentation on the windows I wouldn't have to change that code ever since.
Thanks in advance for any assistance or useful hints!
Aleksandar