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[vulkan] Dynamically load Vulkan loader library. Avoid Validation Layer crash on exit. #8289
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…solve the instance methods dynamically. Update the Vulkan readme to match the latest information regarding the SDK packages.
… be run on device
when the runtime is compiled).
destructor which calls halide_vulkan_device_release() to avoid a segfault (at the cost of leaking!). See #8290. Refactor and cleanup halide_vulkan_device_release(). Add vk_destroy_context() methods.
derek-gerstmann
changed the title
[vulkan] Remove compile-time link dependency on the Vulkan loader library
[vulkan] Dynamically load Vulkan loader library. Avoid Validation Layer crash on exit.
Jun 13, 2024
derek-gerstmann
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Topic to be discussed at the next dev meeting
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Jun 13, 2024
against device limits prior to compiling to verify shader compatibility.
Is this good to merge? I don't remember the conclusion from the dev meeting. |
Yes, this is good to merge and fixes most of the issues we were seeing. |
abadams
approved these changes
Jun 23, 2024
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As suggested by @abadams , we should dynamically load the Vulkan loader library methods, and then use those to create an instance, rather than requiring a link-time dependency.
Also added runtime checks to verify the amount of shared memory required by the compiled pipeline is supported by the device. See #8288
Detect if VK_LAYER_KHRONOS_validation is enabled, and bypass the module destructor which calls halide_vulkan_device_release() to avoid a segfault (at the cost of leaking!). See: #8290.
Add vk_validate_shader_for_device() method to check shader bindings against device limits prior to compiling to verify shader compatibility. See: #8297 #8296 #8295 #8294 #8288