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Andrey OGL_D3D

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  1. Andrey OGL_D3D

    solid wireframe shader

    https://catlikecoding.com/unity/tutorials/advanced-rendering/flat-and-wireframe-shading/ https://github.com/Chaser324/unity-wireframe
  2. Andrey OGL_D3D

    OpenGL glMemoryBarrier Usage

    @xhcao, did you try to read the documentation about glMemoryBarrier ?
  3. Andrey OGL_D3D

    vkCreateComputePipelines has returned VK_INCOMPLETE

    hi @deadc0deh I have no error for vkCreateShaderModule, VkShaderModule is not VK_NULL_HANDLE. Yes, i have no error afrer running spirv-val.exe spirv.spv i have run glslangValidator.exe CSShaderGPUInstanceCulling.comp.hlsl -V -D -e CullObjects I have another spirv file, the size smaller than result using C++ compilation with glslang library. Now, I have no error after vkCreateComputePipelines. I will fix 3DEngine code for shader compilation using glslang, i think i should add some compilation options. So, anyway i think adreno driver has some shader problem inside driver side. Thank you for suggestion.
  4. Hi All, I have problem on Adreno 506. vkCreateComputePipelines has returned VK_INCOMPLETE. I have no error message from Vulkan debug layers, but i see an error message from Adreno Driver(Android Studio/logcat): 31569-31637/com.qualcomm.vulkan.compute.d I/Adreno: Shader compilation failed for shaderType: 5 Sample code: vkPipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; vkPipelineLayoutCreateInfo.setLayoutCount = 1; vkPipelineLayoutCreateInfo.pSetLayouts = &vkDescriptorSetLayout; res = vkCreatePipelineLayout(mDevice, &vkPipelineLayoutCreateInfo, NULL, &vkPipelineLayout); VkComputePipelineCreateInfo vkComputePipelineCreateInfo = {}; VkPipelineShaderStageCreateInfo& vkPipelineShaderStageCreateInfo = vkComputePipelineCreateInfo.stage; vkPipelineShaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; vkPipelineShaderStageCreateInfo.flags = 0; vkPipelineShaderStageCreateInfo.pNext = NULL; vkPipelineShaderStageCreateInfo.stage = VK_SHADER_STAGE_COMPUTE_BIT; vkPipelineShaderStageCreateInfo.module = CreateShaderModuleFromAsset("shaders/spirv.spv"); vkPipelineShaderStageCreateInfo.pName = "CullObjects"; vkPipelineShaderStageCreateInfo.pSpecializationInfo = NULL; vkComputePipelineCreateInfo.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO; vkComputePipelineCreateInfo.layout = vkPipelineLayout; VkPipeline vkComputePipeline = VK_NULL_HANDLE; res = vkCreateComputePipelines(mDevice, NULL, 1, &vkComputePipelineCreateInfo, NULL, &vkComputePipeline); } Original Shader was compiled using glslang tool(https://github.com/KhronosGroup/glslang) Simple project(Android Studio) are based on Vulkan-Compute sample from Adreno Vulkan SDK: Test Project are based on VulkanCompute from Adreno Vulkan SDK. See Sample.cpp, line 634, method void VkSample::Test. I added original shader CSShaderGPUInstanceCulling.hlsl, Spir-v shader spirv.spv, and logcat.log to archive. I have no problem on Mali G71, G76, AMD(Windows/Linux), nVidia(Windows), Intel(Windows) What do you think about it ? Thank you for advance.
  5. But, we have error report about vertex format in validation layers Are you sure about enabling Validation layers ? I will check it, may be later.
  6. format must be allowed as a vertex buffer format, as specified by the VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT flag inVkFormatProperties::bufferFeatures returned byvkGetPhysicalDeviceFormatProperties Try to check support.
  7. Andrey OGL_D3D

    Opengl error drawing vertex (far)

  8. Do you have simple project with source code and solution for visual studio? could you share it, it can help to understand what is problem.
  9. Hi @Alex Garcin, How many OpenGL Contexts do you have ? I don't know how to create OpenGL context on GPU that is not connected to Monitor. How do you have more than one context on you system with single monitor ? I have already answered, did you try it ?
  10. Hi, @Alex Garcin I have already answered you: if (clGLDevice == curDevice_id) { device_id = clGLDevice; break; } does't it code work ? You should choice the platform that supports GPU and can interop with OpenGL.
  11. Hi @_Flame_, I'm glad that you have the decision
  12. Yes, i have the same result on AMD, black texture for GL_RGBA_INTEGER/GL_RGBA8UI and uint4 vali = { 255, 0, 0, 255 }; write_imageui(outputImage, coords, vali); Also, I have some AMD forum posts about OpenCL/Vulkan. You should ask about it on AMD even if you have an invalid result on nVidia/Intel.
  13. Hi @_Flame_, I have no any ideas, try to ask on AMD forum, I think moderator dipak, can help you.
  14. i Have a black texture even using write_imagef: float4 valf = { 255.f, 0.f, 0.f, 255.f }; write_imagef(outputImage, coords, valf); Sorry, i have found my mistake, i should change texture parameters: const int TEXTURE_INTERNAL_FORMAT = GL_RGBA; const GLenum TEXTURE_FORMAT = GL_RGBA; const GLenum TEXTURE_TYPE = GL_UNSIGNED_BYTE;
  15. Yes, you can use glut instead of glfw, please create simple test project, i will change code and test of result.
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