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Andrey OGL_D3D

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About 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)

    https://sjbaker.org/steve/omniv/love_your_z_buffer.html
  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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