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Type: Posts; User: Sascha Willems

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  1. A crash at queue presentation time usually means...

    A crash at queue presentation time usually means that you supplied something invalid to the driver and it just blindly crashes.

    Unless you've stumbled into a (nowadays rare) driver bug you...
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    You are not limited to one atlas texture, so if...

    You are not limited to one atlas texture, so if texture size is a limiting factor, split textures into multiple atlases and draw using the different atlases.


    No, they're just another way of...
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    Simplest solution (depending on your target...

    Simplest solution (depending on your target hardware) would be to use a texture array, load tiles into the arrays when they're required and index dynamically in the FS (if the implementation supports...
  4. Details are already in the public spec...

    Details are already in the public spec.

    It can be used to lower latency by allowing access to a swap chain image while it's still used by the presentation engine.
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    The platform-specific surface creation functions...

    The platform-specific surface creation functions need be enabled using defines. For Windows you need to define VK_USE_PLATFORM_WIN32_KHR in your project's windows build configuration somewhere:
    ...
  6. VkDescriptorSetLayoutBinding binding = {}; ...

    VkDescriptorSetLayoutBinding binding = {};
    binding.binding = slot;
    binding.descriptorType = type;
    binding.descriptorCount = 1;
    binding.stageFlags = stages;
    ...
  7. Please post at least the relevant code parts (at...

    Please post at least the relevant code parts (at least the whole descriptor setup and matching shader bindings) so we can see if you maybe forgot to set the correct dstBinding.
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    As Alfonse said there is nothing that permits you...

    As Alfonse said there is nothing that permits you from doing that in the specs.

    I did some testing with a similar approach some time ago and it works just fine. Haven't tested on all platforms...
  9. Adding the .pdbs to the VS debugging symbols path...

    Adding the .pdbs to the VS debugging symbols path should usually be enough and works fine for me.

    But I build the layers from source instead of using the ones that come with the SDK.

    Basic run...
  10. Yes, one of the most basic things in Vulkan is to...

    Yes, one of the most basic things in Vulkan is to learn and use the proper memory types for your use cases. For stuff like vertices, indices etc. you should always go with a device local buffer type...
  11. Don't know much about the source engine, but as...

    Don't know much about the source engine, but as you're rendering the same mesh multiple times I bet they use instancing, so that would be the first route I'd go for if you're currently rendering...
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    Just use one uniform buffer that stores the...

    Just use one uniform buffer that stores the projection and view matrix that is only updated if the camera changes and then either use one (additional and separate) uniform buffer for each object...
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    Loosing your surface may be related to the driver...

    Loosing your surface may be related to the driver bailing out because you have some unintialized values in your release build. Especially check if all the Vulkan structs are correctly initialized...
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    Yes, at least for traditional transparency. If...

    Yes, at least for traditional transparency. If blendEnable is set to false for a color attachment, the fragment's color just get's passed through.


    Depends on your blending setup. If your...
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    A bit hard to judge by the rough description, but...

    A bit hard to judge by the rough description, but this is possibly an ordering problem if you can see one mesh through the other but not vice-versa. So if you don't already do that render your meshes...
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    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...
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    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...
  18. 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...
  19. 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...
  20. 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...
  21. 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...
  22. 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.
  23. 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...
  24. 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...
  25. 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 =...
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