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Type: Posts; User: Sascha Willems

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  1. Using the same values in the application info...

    Using the same values in the application info structure should work fine as this is merely a hint for the implementation. An application should be able to create an arbitrary number of Vulkan...
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    No, they're not guaranteed to be portable and ar...

    No, they're not guaranteed to be portable and ar bound to vendor, device and a unique cache identifier. As such you need to extract the pipelineCacheUUID that the cache was created for from the...
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    I'm pretty sure they're working on it. I don't...

    I'm pretty sure they're working on it. I don't think that partial residency is widely used, so from the IHV perspective it probably has low priority.

    But it's not required for doing mega textures...
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    That's what I was referring to with sparse...

    That's what I was referring to with sparse binding and partial residency ;)

    But that doesn't get you around the limitations of the max. image dimensions reported by Vulkan. It only helps you...
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    The limit is not in bytes. It's the max....

    The limit is not in bytes. It's the max. dimension of the image (width by height).
    An uncompressed 128kx128k RGBA would take up 16 GByte of VRAM. 32kx32k RGBA is still 4 GByte, so most GPUs...
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    Check the following device limits (see my...

    Check the following device limits (see my database):
    - maxImageArrayLayers
    - maxImageDimension1D
    - maxImageDimension2D
    - maxImageDimension3D
    - maxImageDimensionCube

    You won't find hardware...
  7. No need to add 32bit layers to the registry. I...

    No need to add 32bit layers to the registry. I don't think crashes are related to those. What's the output of the 32bit version of vkjson? If both versions crash I guess there's an ICD registered...
  8. The biggest difference is that secondary command...

    The biggest difference is that secondary command buffers are not tied to a render pass and as such can be reused in as many render and sub passes as you like.

    There is no general rule as to when...
  9. Well, then please add the whole code for your...

    Well, then please add the whole code for your pipeline setup. Also check the validation layers.

    If you need some reference, check out e.g. my radial blur example.
  10. This has nothing to do with any barriers. Your...

    This has nothing to do with any barriers. Your pipeline setup is just wrong. You must specify as many blend attachment states as you have color attachments. Setting pColorBlendState to NULL is your...
  11. Getting VK_ERROR_OUT_OF_HOST_MEMORY seems to be a...

    Getting VK_ERROR_OUT_OF_HOST_MEMORY seems to be a bug, and in reality says that your device does not support Vulkan.

    Intel's Vulkan driver support for Windows is sadly lacking and only 6th Gen...
  12. No, you can share the pipeline layout. One...

    No, you can share the pipeline layout. One pipeline with and one without blending works fine, I'm doing that in several examples and demos. Your problem is probably that you set the pColorBlendState...
  13. Okay, if you don't enable the layers then that...

    Okay, if you don't enable the layers then that shouldn't be the case (unless you have set some specific undocumented env vars...). What exception do you get? Is it possible that the 32bit ICD is no...
  14. Are you running with validation enabled? If so...

    Are you running with validation enabled? If so then that may be the cause. If you run a 32bit application you need to use the 32bit validation layers. If you have 64bit validation layer versions...
  15. If you need to translate SPIR-V human readable...

    If you need to translate SPIR-V human readable text files to binary, the SPIR-V Tools do include spirv-as that does exactly that.

    But if you have access to the GLSL text files it may be easier to...
  16. Please try to add some details. Mix is supported...

    Please try to add some details. Mix is supported per glsl standard : https://www.opengl.org/sdk/docs/man/html/mix.xhtml and works fine with SPIR-V.
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    Your blending works as expected. Your problem is...

    Your blending works as expected. Your problem is depth sorting. If you blend, you need to do some sorting. Either sort all blended triangles back-to-front, use something like depth peeling (or any...
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    Blending is described in detail in chapter 26.1...

    Blending is described in detail in chapter 26.1 of the specs

    A basic blending setup (for additive blending) could look like this :

    blendAttachmentState.colorWriteMask = 0xF;...
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    Depends on the implementation, but yes, using the...

    Depends on the implementation, but yes, using the best fit image layout is always advised and may result in better performance. So try to stay away from VK_IMAGE_LAYOUT_GENERAL if possible.
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    I don't think it's a driver bug. It reminds me of...

    I don't think it's a driver bug. It reminds me of this screenshot from my presentation: http://www.saschawillems.de/vulkan/khronosmeetup/#/21

    This was on AMD too and didn't happen on NVIDIA as AMD...
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    Are you using the correct storeOp for your...

    Are you using the correct storeOp for your attachment? If so, do you have proper barriers for resource transitioning between rendering to the offscreen framebuffer and using it in the second pass?...
  22. Read Carsten's answer. If you're using a rigged...

    Read Carsten's answer. If you're using a rigged mesh with vertex skinning vertices have to be in initial bind position before applying bone transformations. Changing the vertex positions in the...
  23. This is not a bug. Please try to understand what...

    This is not a bug. Please try to understand what the example does first and also please refrain from using my name in a public forum topic title.

    As carsten said, vertex positions need to be in...
  24. Renderpass looks fine at first sight, so the...

    Renderpass looks fine at first sight, so the problem may be located somewhere else. Did you adjust the number of color blend attachment states for the pipeline? If your pipeline is missing a color...
  25. Ideally you edit them in your IDE. There are...

    Ideally you edit them in your IDE. There are multiple shader syntax highlighter for VS, and I have integrated a few build scripts that run them through the glslangvalidator into my build process.
    ...
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