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Vulkan SPIRV Macro Compiling
By
xerzi
, in Graphics and GPU Programming
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By mark_braga
I am working on a compute shader in Vulkan which does some image processing and has 1024 * 5=5120 loop iterations (5 outer and 1024 inner)
If I do this, I get a device lost error after the succeeding call to queueSubmit after the image processing queueSubmit
// Image processing dispatch submit(); waitForFence(); // All calls to submit after this will give the device lost error If I lower the number of loops from 1024 to 256 => 5 * 256 = 1280 loop iterations, it works fine. The shader does some pretty heavy arithmetic operations but the number of resources bound is 3 (one SRV, one UAV, and one sampler). The thread group size is x=16 ,y=16,z=1
So my question  Is there a hardware limit to the number of loop executions/number of instructions per shader?

By AxeGuywithanAxe
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The benefits of the third approach seems to be that it's the most efficient because you only manage and update objects when they change.

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By HateWork
Hello guys,
My math is failing and can't get my orthographic projection matrix to work in Vulkan 1.0 (my implementation works great in D3D11 and D3D12). Specifically, there's nothing being drawn on the screen when using an ortho matrix but my perspective projection matrix work fantastic!
I use glm with defines GLM_FORCE_LEFT_HANDED and GLM_FORCE_DEPTH_ZERO_TO_ONE (to handle 0 to 1 depth).
This is how i define my matrices:
m_projection_matrix = glm::perspective(glm::radians(fov), aspect_ratio, 0.1f, 100.0f); m_ortho_matrix = glm::ortho(0.0f, (float)width, (float)height, 0.0f, 0.1f, 100.0f); // I also tried 0.0f and 1.0f for depth near and far, the same I set and work for D3D but in Vulkan it doesn't work either. Then I premultiply both matrices with a "fix matrix" to invert the Y axis:
glm::mat4 matrix_fix = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}; m_projection_matrix = m_projection_matrix * matrix_fix; m_ortho_matrix = m_ortho_matrix * matrix_fix; This fix matrix works good in tandem with GLM_FORCE_DEPTH_ZERO_TO_ONE.
Model/World matrix is the identity matrix:
glm::mat4 m_world_matrix(1.0f); Then finally this is how i set my view matrix:
// Yes, I use Euler angles (don't bring the gimbal lock topic here, lol). They work great with my cameras in D3D too! m_view_matrix = glm::yawPitchRoll(glm::radians(m_rotation.y), glm::radians(m_rotation.x), glm::radians(m_rotation.z)); m_view_matrix = glm::translate(m_view_matrix, m_position); That's all guys, in my shaders I correctly multiply all 3 matrices with the position vector and as I said, the perspective matrix works really good but my ortho matrix displays no geometry.
EDIT: My vertex data is also on the right track, I use the same geometry in D3D and it works great: 256.0f units means 256 points/dots/pixels wide.
What could I possibly be doing wrong or missing?
Big thanks guys any help would be greatly appreciated. Keep on coding, cheers.


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