Search:

Type: Posts; User: Sascha Willems

Page 1 of 5 1 2 3 4

Search: Search took 0.00 seconds.

  1. Replies
    2
    Views
    117

    Subpasses can't be used for something like that...

    Subpasses can't be used for something like that (unless you store normals as colors in an attachment that you want to sample from). If you want to visualize the normals as lines then go with the...
  2. Replies
    2
    Views
    167

    Yes, that's correct. Shader modules are part of...

    Yes, that's correct. Shader modules are part of the pipeline, so for different shader module configurations (or if want to use the same ones but with different specialization constants) you need...
  3. Exactly. The graphics pipeline is used to draw a...

    Exactly. The graphics pipeline is used to draw a fullscreen quad, nothing else. The reason I used a graphics pipeline was simply because there is no guarantee that all platforms supported by my...
  4. Rendering to an image using compute shaders is...

    Rendering to an image using compute shaders is actually pretty straight-forward in Vulkan, with the shader part being the same as with OpenGL. In the end it's no more than setting up a storage image...
  5. Yes, either sort (and render) back-to-front or...

    Yes, either sort (and render) back-to-front or use something like depth peeling to get proper blending independent of render order. Vulkan's input attachments and sub passes are very well suited for...
  6. A frame buffer can have an arbitrary number of...

    A frame buffer can have an arbitrary number of depth and color attachments, so yes, you can create a frame buffer with multiple depth attachments.



    Are you using preserve attachments of a...
  7. Afaik VK_KHR_display is currently only supported...

    Afaik VK_KHR_display is currently only supported by some automotive and embedded platforms. But NVIDIA plans on adding support for it on Linux with one of their next drivers.
  8. No, I don't think this is possible. There is no...

    No, I don't think this is possible. There is no official Android "driver" (or with that image) from Intel, and installing the Linux one on Android won't probably work or would be a lot of work as...
  9. The libraries are included with Android 7.x, but...

    The libraries are included with Android 7.x, but that's only one part. I guess the image you're using on your Intel Nuc does not contain Vulkan drivers for Android and as such you can't use Vulkan...
  10. That's a bug in the current NVIDIA drivers, see...

    That's a bug in the current NVIDIA drivers, see this thread for details.

    Until this has been fixed in the current drivers, start with constant_id 1 instead of zero:


    layout(local_size_x_id =...
  11. Replies
    6
    Views
    420

    This is a bug on the extension if your path...

    This is a bug on the extension if your path contains a blank space. I'll fix that for a future release. If you remove the blank space it should work. If that's not an option, just call the glslang...
  12. Replies
    6
    Views
    420

    Easiest way is to install the Vulkan SDK from...

    Easiest way is to install the Vulkan SDK from LunarG available at https://vulkan.lunarg.com/sdk/home

    It contains a version of the reference compiler that supports Vulkan and should set the paths...
  13. Replies
    6
    Views
    420

    If you want to convert using .bat use the glslang...

    If you want to convert using .bat use the glslang reference compiler from the LunarG SDK like this :


    glslangvalidator -V shader.vert -o shader.vert.spv

    The shader type (vertex, fragment,...
  14. Setting sampleShadingEnable to true results in...

    Setting sampleShadingEnable to true results in shading being done per-sample instead of per-fragment. If you want MSAA you need to setup resolve attachments and configure your subpass according or...
  15. No, if you do MSAA for your forward rendering and...

    No, if you do MSAA for your forward rendering and let the subpass do the resolve there is nothing required from the shader side.
  16. Replies
    14
    Views
    765

    Are you using proper fencing? How do the subpass...

    Are you using proper fencing? How do the subpass dependencies look?
  17. Replies
    14
    Views
    765

    Hard to tell by the screenshots, but I've seen...

    Hard to tell by the screenshots, but I've seen similar while porting vkQuake to the Shield TV and in the end this turned out to be a synchronization issue. Do you have proper barriers and...
  18. The LunarG VulkanTools repo contains basic layer...

    The LunarG VulkanTools repo contains basic layer examples that should get you started: https://github.com/LunarG/VulkanTools/tree/master/layersvt
  19. I'd guess so. Make sure that one instance has...

    I'd guess so. Make sure that one instance has finished creation before the other thread creates an additional instance e.g. using a mutex. I'm pretty sure that instance creation wasn't made with...
  20. 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...
  21. Replies
    2
    Views
    310

    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...
  22. Replies
    9
    Views
    511

    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...
  23. Replies
    9
    Views
    511

    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...
  24. Replies
    9
    Views
    511

    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...
  25. Replies
    9
    Views
    511

    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...
Results 1 to 25 of 122
Page 1 of 5 1 2 3 4
Proudly hosted by Digital Ocean