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On screen resize: the previous screen width and height are in current extent returned from vkGetPhysicalDeviceSurfaceCapabilitiesKHR


Set ImageView width and height programmatically?Get screen width and height in AndroidNative window queueBuffer function not rendering output from Stagefright decoderIs it possible to render to a UWP App using Vulkan?Vulkan swapchain with 0 extentsegfault in vkCmdDrawIndexed when creating command buffers for second timeVulkan - At vkQueuePresentKHR, the validation layer throws an error message regarding the image layoutvulkan x and y switchedphantom images after going from split screen to full screenPhantom images on SurfaceView if app comes to forground again before onPause completes






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2















I am writing a game for Android using the Java for the user interface and C++ with the NDK for the render thread. It uses Vulkan if available and otherwise uses OpenGL ES. This bug occurs in Vulkan only.



There are a variety of reasons that the surface would be resized in the game. An example is if a user is using the app in split screen mode, then moves to full screen mode. For this case, I do not shut the entire app down and restart, rather I handle the resize myself via a call to SurfaceHolder.Callback.surfaceChanged.



When the surface is resized, I get a call to SurfaceHolder.Callback.surfaceChanged. I pass the event to my C++ render thread. The render thread waits for the device to become idle (by calling vkDeviceWaitIdle), then destroys the swapchain, depth image, render pass, graphics pipeline, frame buffers, and swapchain commands. When it recreates the swapchain, it calls: vkGetPhysicalDeviceSurfaceCapabilitiesKHR to get the current extent for the surface and passes the current extent into the vkCreateSwapchainKHR through VkSwapchainCreateInfoKHR.imageExtent. Immediately after recreating the swapchain, updating the perspective matrix, etc, I draw a frame.



My problem is that the VkSurfaceCapabilitiesKHR.currentExtent comes back from vkGetPhysicalDeviceSurfaceCapabilitiesKHR with the previous surface size. This problem only happens if nothing is going on in the game and no new frame is drawn for a while.



I can fix this problem by passing in the values for the width and height received by SurfaceHolder.Callback.surfaceChanged to the render thread and then down to the swapchain recreation. But I think this is the wrong solution. Why isn't currentExtent the size of the surface like it says in the docs? SurfaceHolder.Callback.surfaceChanged is supposed to get called after all changes to the surface occurred.



I can also fix the issue by drawing a frame before recreating the swapchain. But I feel that this is also the wrong solution unless I understand why this is happening. Do I have to do something other than wait for the device to become idle before recreating the swapchain?



I have the validation layers enabled (and know they are working) and they report nothing.



Let me know if you need any more information. Thanks for all your help.










share|improve this question
































    2















    I am writing a game for Android using the Java for the user interface and C++ with the NDK for the render thread. It uses Vulkan if available and otherwise uses OpenGL ES. This bug occurs in Vulkan only.



    There are a variety of reasons that the surface would be resized in the game. An example is if a user is using the app in split screen mode, then moves to full screen mode. For this case, I do not shut the entire app down and restart, rather I handle the resize myself via a call to SurfaceHolder.Callback.surfaceChanged.



    When the surface is resized, I get a call to SurfaceHolder.Callback.surfaceChanged. I pass the event to my C++ render thread. The render thread waits for the device to become idle (by calling vkDeviceWaitIdle), then destroys the swapchain, depth image, render pass, graphics pipeline, frame buffers, and swapchain commands. When it recreates the swapchain, it calls: vkGetPhysicalDeviceSurfaceCapabilitiesKHR to get the current extent for the surface and passes the current extent into the vkCreateSwapchainKHR through VkSwapchainCreateInfoKHR.imageExtent. Immediately after recreating the swapchain, updating the perspective matrix, etc, I draw a frame.



    My problem is that the VkSurfaceCapabilitiesKHR.currentExtent comes back from vkGetPhysicalDeviceSurfaceCapabilitiesKHR with the previous surface size. This problem only happens if nothing is going on in the game and no new frame is drawn for a while.



    I can fix this problem by passing in the values for the width and height received by SurfaceHolder.Callback.surfaceChanged to the render thread and then down to the swapchain recreation. But I think this is the wrong solution. Why isn't currentExtent the size of the surface like it says in the docs? SurfaceHolder.Callback.surfaceChanged is supposed to get called after all changes to the surface occurred.



    I can also fix the issue by drawing a frame before recreating the swapchain. But I feel that this is also the wrong solution unless I understand why this is happening. Do I have to do something other than wait for the device to become idle before recreating the swapchain?



    I have the validation layers enabled (and know they are working) and they report nothing.



    Let me know if you need any more information. Thanks for all your help.










    share|improve this question




























      2












      2








      2


      1






      I am writing a game for Android using the Java for the user interface and C++ with the NDK for the render thread. It uses Vulkan if available and otherwise uses OpenGL ES. This bug occurs in Vulkan only.



      There are a variety of reasons that the surface would be resized in the game. An example is if a user is using the app in split screen mode, then moves to full screen mode. For this case, I do not shut the entire app down and restart, rather I handle the resize myself via a call to SurfaceHolder.Callback.surfaceChanged.



      When the surface is resized, I get a call to SurfaceHolder.Callback.surfaceChanged. I pass the event to my C++ render thread. The render thread waits for the device to become idle (by calling vkDeviceWaitIdle), then destroys the swapchain, depth image, render pass, graphics pipeline, frame buffers, and swapchain commands. When it recreates the swapchain, it calls: vkGetPhysicalDeviceSurfaceCapabilitiesKHR to get the current extent for the surface and passes the current extent into the vkCreateSwapchainKHR through VkSwapchainCreateInfoKHR.imageExtent. Immediately after recreating the swapchain, updating the perspective matrix, etc, I draw a frame.



      My problem is that the VkSurfaceCapabilitiesKHR.currentExtent comes back from vkGetPhysicalDeviceSurfaceCapabilitiesKHR with the previous surface size. This problem only happens if nothing is going on in the game and no new frame is drawn for a while.



      I can fix this problem by passing in the values for the width and height received by SurfaceHolder.Callback.surfaceChanged to the render thread and then down to the swapchain recreation. But I think this is the wrong solution. Why isn't currentExtent the size of the surface like it says in the docs? SurfaceHolder.Callback.surfaceChanged is supposed to get called after all changes to the surface occurred.



      I can also fix the issue by drawing a frame before recreating the swapchain. But I feel that this is also the wrong solution unless I understand why this is happening. Do I have to do something other than wait for the device to become idle before recreating the swapchain?



      I have the validation layers enabled (and know they are working) and they report nothing.



      Let me know if you need any more information. Thanks for all your help.










      share|improve this question
















      I am writing a game for Android using the Java for the user interface and C++ with the NDK for the render thread. It uses Vulkan if available and otherwise uses OpenGL ES. This bug occurs in Vulkan only.



      There are a variety of reasons that the surface would be resized in the game. An example is if a user is using the app in split screen mode, then moves to full screen mode. For this case, I do not shut the entire app down and restart, rather I handle the resize myself via a call to SurfaceHolder.Callback.surfaceChanged.



      When the surface is resized, I get a call to SurfaceHolder.Callback.surfaceChanged. I pass the event to my C++ render thread. The render thread waits for the device to become idle (by calling vkDeviceWaitIdle), then destroys the swapchain, depth image, render pass, graphics pipeline, frame buffers, and swapchain commands. When it recreates the swapchain, it calls: vkGetPhysicalDeviceSurfaceCapabilitiesKHR to get the current extent for the surface and passes the current extent into the vkCreateSwapchainKHR through VkSwapchainCreateInfoKHR.imageExtent. Immediately after recreating the swapchain, updating the perspective matrix, etc, I draw a frame.



      My problem is that the VkSurfaceCapabilitiesKHR.currentExtent comes back from vkGetPhysicalDeviceSurfaceCapabilitiesKHR with the previous surface size. This problem only happens if nothing is going on in the game and no new frame is drawn for a while.



      I can fix this problem by passing in the values for the width and height received by SurfaceHolder.Callback.surfaceChanged to the render thread and then down to the swapchain recreation. But I think this is the wrong solution. Why isn't currentExtent the size of the surface like it says in the docs? SurfaceHolder.Callback.surfaceChanged is supposed to get called after all changes to the surface occurred.



      I can also fix the issue by drawing a frame before recreating the swapchain. But I feel that this is also the wrong solution unless I understand why this is happening. Do I have to do something other than wait for the device to become idle before recreating the swapchain?



      I have the validation layers enabled (and know they are working) and they report nothing.



      Let me know if you need any more information. Thanks for all your help.







      android android-ndk vulkan






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Mar 29 at 1:20









      shizhen

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      asked Mar 28 at 17:28









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