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Type: Posts; User: Sascha Willems

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  1. 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...
  2. 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...
  3. 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...
  4. 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.
    ...
  5. There is nothing fundamentally wrong with your...

    There is nothing fundamentally wrong with your code (which seems to have no queue waits).

    But as krOoze said, you should use a different flag for the wait stages. Try...
  6. Hard to tell from that small part of the code. If...

    Hard to tell from that small part of the code. If you have a performance problem it's probably caused by something outside of that code excerpt. One thing I'm missing in your code above is a signal...
  7. I just plugged in a R9 390 and compared between...

    I just plugged in a R9 390 and compared between the last public driver and the most recent one (16.7.3) and could not see any performance degradation with my examples. Compute ones seem to be tad...
  8. Yes, this is a global allocation limit and not...

    Yes, this is a global allocation limit and not per-heap. Lower limit for this is 4096 as per-spec, so you shouldn't bump into this limit if you allocate large chunks.
  9. Are you sure that DirextX apps don't put cpu load...

    Are you sure that DirextX apps don't put cpu load on DWN at all? I can't imagine that they can bypass the DWM, but then again MS might be doing something special for their APIs. But as far as CPU...
  10. Can you try adding a fence for the command buffer...

    Can you try adding a fence for the command buffer submission and check if that helps?

    I'm currently rearranging my examples a bit (clearing up code, removing unnecessary post and pre present...
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    No. The whole idea behind indirect drawing is to...

    No. The whole idea behind indirect drawing is to have the CPU not do any of the draw calls. The GPU is taking the draw calls from them indirect buffer (stored in device local memory), so no CPU is...
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    The VkDrawIndirectCommand is fixed and can't be...

    The VkDrawIndirectCommand is fixed and can't be expanded with user data as the GPU expects exactly this format for issuing the indirect draw commands.

    So preferably just use a second storage...
  13. Doing single allocations is not wrong. It's just...

    Doing single allocations is not wrong. It's just slower...



    It's on the planned list of examples for my repo. My spare time is very limited right now, so no ETA on that.

    But it's actually...
  14. That's not true. You're not forced to do a...

    That's not true. You're not forced to do a separate Vulkan memory allocation for each texture, memory management is up to you. If you're using lots of textures, do one big allocate from device local...
  15. Once again please add some details. What library...

    Once again please add some details. What library are you using to load the textures? What size are they? How many mip levels, layers? Are you running with debug on and off? How do you measure...
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    If you're on hardware that requires them: Are you...

    If you're on hardware that requires them: Are you doing proper layout transitions for the depth image?

    If you need something to compare, I have several examples that read from depth. E.g. this...
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    Is is the storeOp for the depth attachment of the...

    Is is the storeOp for the depth attachment of the depth pass set to STORE?
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    I don't see the relevant parts of the calculation...

    I don't see the relevant parts of the calculation there. It's not even inside a code tag.

    Since these are D3D util functions, they may use a wrong z range. Vulkan has 0..1, so it's important to...
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    I'm using ray picking for triangles in...

    I'm using ray picking for triangles in OpenGL/Vulkan and it works fine with both. Please add some details. What functions are you using for ray picking in Vulkan?
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    Using a storage buffer (aka SSBO) is no different...

    Using a storage buffer (aka SSBO) is no different than using other buffers. You create your buffer with the VK_BUFFER_USAGE_STORAGE_BUFFER_BIT bit and access it in your shader as an array:
    ...
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    Please post your complete shaders (and their...

    Please post your complete shaders (and their types. I guess the second one is the fragment shader?), the glslangvalidator Version you use to compile to SPIR-V as well as the complete output of the...
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    Just wanted to weigh in on Alfonse's good point,...

    Just wanted to weigh in on Alfonse's good point, as that mirrors my experience. To ensure that everything works fine I usually test on three different vendors on three different platforms, and even...
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    Although hard to tell without seeing the code...

    Although hard to tell without seeing the code that builds the command buffers in detail, even a large amount of secondary command buffers should not crash, no matter what type of objects and how you...
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    In Vulkan everything is a buffer. It doesn't...

    In Vulkan everything is a buffer. It doesn't matter if it "is" a texture, a ssbo, ubo, etc. The difference is pretty much only down to the usage bits provided. So you're free to choose how you want...
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    If validation doesn't complain it's proably a...

    If validation doesn't complain it's proably a synchronization issue, which can't be caught by the layers. So try to add a memory barrier where required and see if it helps.
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