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When enabling the Vulkan validation layers, the 'validationLayerName' variable technically went out of scope before vkCreateInstance() was called. While most compilers won't clean up stack variables after random 'if' statements, some will, particularly when optimisation or memory sanitizers are enabled. This can lead to vkCreateInstance() segfaulting when SDL_HINT_RENDER_VULKAN_DEBUG is enabled. Instead, make the validationLayerName visible throughout the entire VULKAN_CreateDeviceResources() function. While we're at it, extract the validation layer name out into a preprocessor #define, so that we are definitely using the same name in VULKAN_ValidationLayersFound(). Signed-off-by: David Gow <david@ingeniumdigital.com>
Simple DirectMedia Layer (SDL) Version 3.0
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting with README.md. If you are migrating to SDL 3.0 from SDL 2.0, the changes are extensively documented in README-migration.md.
Enjoy!
Sam Lantinga (slouken@libsdl.org)
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