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  1. As the title says, I am explicitly creating a too small descriptor pool, which should NOT support the resources I am going to allocate from it. std::array<vk::DescriptorPoolSize, 3> type_count; // Initialize our pool with these values type_count[0].type = vk::DescriptorType::eCombinedImageSampler; type_count[0].descriptorCount = 0; type_count[1].type = vk::DescriptorType::eSampler; type_count[1].descriptorCount = 0; type_count[2].type = vk::DescriptorType::eUniformBuffer; type_count[2].descriptorCount = 0; vk::DescriptorPoolCreateInfo createInfo = vk::DescriptorPoolCreateInfo() .setPNext(nullptr) .setMaxSets(iMaxSets) .setPoolSizeCount(type_count.size()) .setPPoolSizes(type_count.data()); pool = aDevice.createDescriptorPool(createInfo); I have an allocation function which looks like this, I am allocating a uniform, image-combined sampler and a regular sampler. Though if my pool is empty this should not work? vk::DescriptorSetAllocateInfo alloc_info[1] = {}; alloc_info[0].pNext = NULL; alloc_info[0].setDescriptorPool(pool); alloc_info[0].setDescriptorSetCount(iNumToAllocate); alloc_info[0].setPSetLayouts(&iDescriptorLayouts); std::vector<vk::DescriptorSet> tDescriptors; tDescriptors.resize(iNumToAllocate); iDevice.allocateDescriptorSets(alloc_info, tDescriptors.data());
  2. I am looking at the SaschaWillems subpass example for getting some insight into subpass depdendencies but its hard to understand whats going on without any comments. Also there is not a lot of documentation on subpass dependencies overall. Looking at the code, I can see that user specifies the src subpass, dst subpass and src state, dst state. But there is no mention of which resource the dependency is on. Is a subpass dependency like a pipeline barrier. If yes, how does it issue the barrier? Is the pipeline barrier issued on all attachments in the subpass with the input src and dst access flags? Any explanation will really clear a lot of doubts on subpass dependencies. Thank you
  3. I need to index into a texture array using indices which are not dynamically uniform. This works fine on NVIDIA chips but you can see the artifacts on AMD due to the wavefront problem. This means, a lot of pixel invocations get the wrong index value. I know you fix this by using NonUniformResourceIndex in hlsl. Is there an equivalent for Vulkan glsl? This is the shader code for reference. As you can see, index is an arbitrary value for each pixel and is not dynamically uniform. I fix this for hlsl by using NonUniformResourceIndex(index) layout(set = 0, binding = 0) uniform sampler textureSampler; layout(set = 0, binding = 1) uniform texture2D albedoMaps[256]; layout(location = 0) out vec4 oColor; void main() { uint index = calculate_arbitrary_texture_index(); vec2 texCoord = calculate_texcoord(); vec4 albedo = texture(sampler2D(albedoMaps[index], textureSampler), texCoord); oColor = albedo; } Thank you
  4. When loading in a model with a lot of meshes that have different materials that contain different textures, how would you handle this in Vulkan? Is it possible to partially change a DescriptorSet with a WriteDescriptorSet object? Even if it is possible, it does not sound ideal to update the descriptor set for every mesh. I am aware of the boundless texture arrays in shader model 5.0+, but for now I want to keep it as simple as possible.
  5. It is a bit unclear to me for what kind of tasks you would want to create a new command buffer/how to use them. is it ideal to have a command buffer per draw call? Per material call? Per render-pass? I know in Dx12 command lists can have complete rendering pipelines recorded, but I am a bit unsure how to see command buffers in Vulkan.
  6. So I've been trying to implement a multi-threaded resource system w/ vulkan in my free time, where a thread can request a resource to be loaded, and it gets pushed into a queue. On another thread, the resource (as of right now, a mesh) gets loaded from a file, and I map the data to a staging buffer. The issue comes in where I record the command buffer to copy the data to a GPU buffer. I record a secondary command buffer w/ just the vkCmdCopyBuffer command, and push it to a queue to be executed from a primary command buffer on the main thread to a transfer-only queue. As far as I can tell, the staging works fine, and the mesh is drawn and looks perfectly fine, but my validation layers (VK_LAYER_LUNARG_standard_validation) spam tell me: "vkCmdBindIndexBuffer(): Cannot read invalid region of memory allocation 0x16 for bound Buffer object 0x15, please fill the memory before using," and the vertex buffer binding gives me an identical message. Both buffers were created with the proper bits, TRANSFER_SRC for the staging buffer, TRANSFER_DST for the gpu buffer (plus index and vertex buffer usage bits). I use Vulkan Memory Allocator from GPUOpen to handle buffer memory allocation, and I'm careful to make sure that the staging buffer is mapped properly and isn't deleted before the command finishes. The validation layers stop spamming telling me this error if I switch the copy commands to using primary buffers, even when recorded in the same way (i.e. just changing the level parameter), but everything I've seen recommends recording secondary command buffers simultaneously on worker threads, and submitting them on the main thread later. Any ideas on why my validation layers are freaking out, or did I just skip over something when reading the spec? Here's some relevant code:
  7. If I have an array of storage buffers or constant buffers with descriptor type UNIFORM/STORAGE_BUFFER_DYNAMIC how would I specify the dynamic offsets in bind descriptor sets? Offsets: A[0] = 256 A[1] = 1024 A[2] = 4096 A[3] = 8192 Will the dynamic offsets array look like { 256, 1024, ... }? And what will be the dynamicOffsetCount? Will it be 1 or the array size?
  8. Hi, I posted on here a while back about rendering architecture and came away with some great information. I am planning on implementing a render queue which collects the visible objects in the scene and sorts them based on different criteria to minimise state change etc.. The thing I am currently undecided about is: what is the best way to submit my draw calls? (I am wanting to support both OpenGL and Vulkan) At the moment I have two ideas for how I can handle it. The renderable handles the rendering (i.e. It calls renderContext->BindVertexBuffer(...) etc) and setup the renderer state Pro- Each renderable is full in control of how it renders Con - Have to manually manage state The renderable pushes RenderCommands (DrawMesh, DrawMeshIndexed etc) into a CommandBuffer that gets executed by the RenderBacked at the end of the frame Pro - Stateless Con - Seems more difficult to extend with new features Pro/Con - The front end only has a subset of rendering capabilities There are more pros / cons for each, but I have listed a couple to help show my thinking.. Any one have any comments on either of these two approaches or any other approaches that are typically used? Thanks
  9. Does anyone know what is Vulkan's version of the UAVBarrier in DX12? In my situation, I have two compute shaders. The first one clears the uav and second one writes to the uav. void ComputePass(Cmd* pCmd) { cmdDispatch(pCmd, pClearBufferPipeline); // Barrier to make sure clear buffer shader and fill buffer shader dont execute in parallel cmdUavBarrier(pCmd, pUavBuffer); cmdDispatch(pCmd, pFillBufferPipeline); } My best guess was the VkMemoryBarrier but I am not very familiar with vulkan barriers. So any info on this would really help. Thank you.
  10. Hi, I tried searching for this but either I failed or couldn't find anything. I know there's D11/D12 interop and there are extensions for GL/D11 (though not very efficient). I was wondering if there's any Vulkan/D11 or Vulkan/D12 interop? Thanks!
  11. I have been reading about async compute in the new apis and it all sounds pretty interesting. Here is my basic understanding of the implementation of async compute in a simple application like computing the Mandelbrot fractal: In this case, the compute queue generates a texture of the fractal and the graphics queue presents it. Program structure: // Create 3 UAV textures for triple buffering // Create 3 fences for compute queue beginCmd(computeCmd); cmdDispatch(computeCmd); endCmd(computeCmd); queueSubmit(computeQueue, fence[frameIdx]); if (!getFenceReady(fence[frameIdx - 1]) waitForFences(fence[frameIdx - 1]); beginCmd(graphicsCmd); cmdDraw(uavTexture[frameIdx - 1]); endCmd(graphicsCmd); queueSubmit(graphicsQueue); I am not sure about one thing in this structure All the examples I have seen use vkWaitForFences but I thought fences are used for waiting from the CPU for the GPU to complete. Should I use semaphores instead, so the graphics queue waits on the GPU for the compute queue to finish if it's running faster than the compute queue? Any advice on this will really help to make efficient use of async compute.
  12. Hello, I am currently working on synchronization for frame submission in Vulkan. This is currently the logic of the draw function. void draw() { uint32_t listIndex = gFrameCount++ % gSwapChainImageCount; Cmd* pCmd = ppCmds[listIndex]; beginCmd(pCmd); // resets command buffer fillCommandList(pCmd); endCmd(pCmd); queueSubmit(pGraphicsQueue, pCmd); } gSwapChainImageCount is currently 3. So there are no validation errors for first three frames but after I try to reset the command list in the fourth frame (listIndex is back to 0), I get a validation error ERROR: [DS] : Attempt to reset command buffer (0x0000025AC56701B0) which is in use. The spec valid usage text states 'commandBuffer must not be in the pending state' Now from what I read, submit will automatically stall after the third frame if swapChain[0] is still used. I have tried using all the present modes (Immediate, Fifo, Mailbox,...) but it gives the same error. This leads me to believe that what I read was not correct. In that case, I would need to stall until that frame has been processed. So what would be the best way to determine if a commandBuffer is still in use in Vulkan?
  13. Home: https://www.khronos.org/vulkan/ SDK: http://lunarg.com/vulkan-sdk/ AMD drivers: http://gpuopen.com/gaming-product/vulkan/ (Note that Vulkan support is now part of AMD’s official drivers, so simply getting the latest drivers for your card should give you Vulkan support.) NVIDIA drivers: https://developer.nvidia.com/vulkan-driver (Note that Vulkan support is now part of NVIDIA’s official drivers, so simply getting the latest drivers for your card should give you Vulkan support.) Intel drivers: http://blogs.intel.com/evangelists/2016/02/16/intel-open-source-graphics-drivers-now-support-vulkan/ Quick reference: https://www.khronos.org/registry/vulkan/specs/1.0/refguide/Vulkan-1.0-web.pdf Reference: https://www.khronos.org/registry/vulkan/specs/1.0/apispec.html GLSL-to-SPIR-V: https://github.com/KhronosGroup/glslang Sample code: https://github.com/LunarG/VulkanSamples https://github.com/SaschaWillems/Vulkan https://github.com/nvpro-samples https://github.com/nvpro-samples/gl_vk_chopper https://github.com/nvpro-samples/gl_vk_threaded_cadscene https://github.com/nvpro-samples/gl_vk_bk3dthreaded https://github.com/nvpro-samples/gl_vk_supersampled https://github.com/McNopper/Vulkan https://github.com/GPUOpen-LibrariesAndSDKs/HelloVulkan C++: https://github.com/nvpro-pipeline/vkcpp https://developer.nvidia.com/open-source-vulkan-c-api Getting started: https://vulkan-tutorial.com/ https://renderdoc.org/vulkan-in-30-minutes.html https://www.khronos.org/news/events/vulkan-webinar https://developer.nvidia.com/engaging-voyage-vulkan https://developer.nvidia.com/vulkan-shader-resource-binding https://developer.nvidia.com/vulkan-memory-management https://developer.nvidia.com/opengl-vulkan https://github.com/vinjn/awesome-vulkan Videos: https://www.youtube.com/playlist?list=PLYO7XTAX41FPg08uM_bgPE9HLgDAyzDaZ L. Spiro
  14. Hi, I am trying to fix an issue I am seeing with my engine using Vulkan. I tested my code on 2 pcs and on one of them with debug build I get flicker while moving the camera which seems to be caused by accessing wrong constant buffer values. Considering it doesn't happen with both pcs and release build makes me believe that it is a synchronization issue. That said I made some tests which proved otherwise. To give some details about my code, I have rendering setup in a way that cpu can record up to 3 frames ahead of the gpu and then I wait with a fence. So all the resources are tripled and I access the proper one for each frame. Currently for my test case I have 3 render threads, each having their own command buffer. First thread just does vkCmdUpdateBuffer on the buffers that will be used for other command buffers. I have pipeline barriers with srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT and dstAccessMask = VK_ACCESS_UNIFORM_READ_BIT for each update(for now) to make sure it works. Second thread fills the command buffer for gbuffer rendering. And last thread fills the command buffer for lighting. At the beginning of the lighting command buffer there is a pipeline barrier with VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL to make sure all writes to it finished. And after light draw I just convert the gbuffer render targets their old format using VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL. Once all the threads are done I submit each command buffer individually(I will get to this in a little bit), with the order I mentioned. 1-Update command buffer 2-Gbuffer command buffer 3-Light command buffer. So from what I understand from Vulkan docs pipeline barriers are creating dependency in the commands given to a single queue. So it shouldn't matter which command buffer does the barrier. In my case for example, using the buffer barrier with srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT, dstAccessMask = VK_ACCESS_UNIFORM_READ_BIT should make that buffer available for uniform read in the future commands even if they were in another command buffer. So to find the issue tried bunch of stuff. First tried getting capture with renderdoc but I couldn't reproduce the issue when I run my app with renderdoc. Seems like it is forcing the command to happen linearly. I am not sure if there are any other tool that does similar thing. Then I tried using vkQueueWaitIdle which solved the issue as I was expecting. And I kept the most interesting to the last :). Instead of submitting the command buffers individually, if I submit as batch with VkSubmitInfo.commandBufferCount = 3, I don't see the issue happening anymore. Also in a similar fashion instead of using separate command buffers with their own Begin and End, if I use 1 command buffer and just fill that command buffer with these commands in the order I mentioned, again I don't see the issue. Thanks in advance.
  15. In D3D, if you want to render depth information to a texture and later use that texture as input to a shader you might create a texture with the format DXGI_FORMAT_R24G8_TYPELESS. You would then create two views to the texture, eg. one view with format DXGI_FORMAT_D24_UNORM_S8_UINT for rendering the depth and one SRV with format DXGI_FORMAT_R24_UNORM_X8_TYPELESS for sampling from the texture. How would one go about doing this in Vulkan since VkFormat does not seem to contain any typeless formats?
  16. Hello, my first post here :-) About half a year ago i started with C++ (did a little C before) and poking into graphics programming. Right now i am digging through the various vulkan tutorials. A probably naive question that arose is: If i have a device (in my case a GTX970 clone) that exposes on each of two gpus two families, one with 16 queues for graphics, compute, etc and another one with a single transfer queue, do i loose potential performance if i only use 1 of the 16 graphics queues ? Or, in other words, are these queues represented by hardware or logical entities ? And how is that handled across different vendors ? Do intel and amd handle this similar or would a program have to take care of different handling across different hardware ? Cheers gb
  17. As in the title, does vkGetImageMemoryRequirements() take into account the alignment/size adjustments required for VK_IMAGE_TILING_OPTIMAL images given by bufferImageGranularity? I'm assuming no, but the spec isn't all that clear.
  18. Hey guys. Vulkan newbie from OpenGL here. Is there a way to remove a secondary buffer from a primary buffer in Vulkan? If not, how else can I remove objects? I'm binding my primary buffer to: Bind RenderPass Draw Related Secondary Command Buffers End RenderPass And my secondary buffers to: Bind Graphics Pipeline Bind Vertex Buffer Bind Index Buffer Bind Descriptors Draw Indexed The only other way I can guess to have objects be removeable is to have one command buffer per object and add them all to submitInfo.pCommandBuffers, but then I'll be rebinding the renderpass a lot, plus I figure it's more work for the GPU. Also, how would object removal be handled with indirect draws, as I'm planning on looking into that relatively soon? EDIT: One more question, is there a way to bind one descriptor set (for the projection, view, model, and combination matrices) to multiple graphics pipelines? And is there a way to bind graphics pipelines to multiple secondary command buffers?
  19. Hey, I am wondering what is the most efficient way to create a mipmapped texture for use with a texture sampler in Vulkan. Basically I have a bunch of mip levels that I want to tuck into an image with the tiling set to VK_IMAGE_TILING_OPTIMAL, the layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL and the memory properties VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT. To be able to map to host memory and memcpy the pixel data into the image I have to create a staging image with VK_IMAGE_TILING_LINEAR right? However, VK_IMAGE_TILING_LINEAR only supports one mip level. So what I do is create a staging image for every mip level, memcpy into those and then copy the mip level 0 of each staging image into the correct mip level of the final texture, with vkCmdCopyImage. This seems like an awful lot of temporary images and copying just to get the texture put together. Is this the best way to do it? How do you do it? Do you have a pool of staging images or do you create temporaries every time? Cheers!
  20. So I'm currently updating my rendering architecture to gain more performance from the newer APIs , DX12/Vulkan, while still supporting D3D11 and I wanted to get some advice on the architecture to use. As far as I know there are two main architectures ; the first is using a single main thread. This thread performs gameplay logic using a task system, and once that is complete, performs visibility and drawcall logic using a task system and submits commands back on the main thread. As far as I know, the benefits of this approach is reducing input latency, but a consequence is that you have to wait for rendering tasks to complete before you perform game logic again. The second is a main thread and a render thread. After gameplay logic is computed, the main thread syncs data with the rendering thread. The rendering thread will compute visibility , draw call , and command buffer generation using the task system and submits command lists on the rendering thread. A benefit of this approach is that it does not block the computation of gameplay logic, but creates a frame of latency.
  21. Hey, So I wanted to ask a simple question pertaining to dynamic batching , as in dynamically building vertex and index buffers to reduce draw calls. I wanted to know that in the age of Vulkan/DirectX12 , dynamic instancing, and compute shader based culling, is dynamic batching still relevant? I know that Engines such as Unreal Engine does not support dynamic instancing / dynamic batching , and Unity supports both. I'm currently building a somewhat open world game, so efficiency is of the greatest importance. Thanks.
  22. I'm working through adding texturing to my program by following vulkan-tutorial.com and was wondering about row pitch. The tutorial states that images must obey the implementation's row pitch amount, which makes sense. However, the question I'm running into is that I want to use a VkBuffer for staging rather than a separate staging VkImage. From what I can tell, the only way to get the needed row pitch is from the linear tiled staging image. I'm assuming the optimal tiling image will have a different row pitch, and I can't find anything stating either way. Can I use the row pitch from the destination optimal tiling image, or do I not have to worry about the pitch it in this case?
  23. I'm working on a UI that uses Vulkan for rendering.  I've come across a conundrum of sorts.  The general structure as it stands is: - Window class handles interfacing with OS.  Each Window contains a number of Frame's (5-10'ish range, not a large number). - Frame classes serve as containers for controls.  Frame's are mostly there to facilitate different rendering techniques (different shaders, descriptors sets, etc...), as well as differences in update frequency. - Controls, the buttons, menus, etc... you actually see/work with, are contained in Frame's. I had ideas for 3 different ways to approach this: 1) Have each Frame record a secondary command buffer.  To render the Window a primary commmand buffer would be created executing the secondary buffers within a render pass.  That way I'd only have to update the secondary command buffers when their corresponding Frame changes, the Frame secondary buffers would be VkFrameBuffer independent, and leads itself to easy multi-threading.  The downside is that the entire window would need to be rendered every frame.  For a video game this isn't a problem, but for apps/utilities this is unnecessary most of the time. 2) Store a 'dirty' rect/area.  When rendering simply create one large primary framebuffer that contains all necessary rendering.  This has the advantage of only rendering what actually changes, but means there would be almost no re-use of the command buffers.  Every change would almost always necessitate a completely new command buffer. 3) Have each Frame create its own primary command buffer.  This would make 'dirty' rect/area updates relatively easy, as well as allow command buffer reuse for some situations.  The downside is there would still be much less command buffer reuse than option 1, and rendering would not occur within a single render pass.  The docs aren't entirely clear, and since each GPU is different, its hard to gauge how much slower splitting the rendering across 5-10 separate command buffers/render passes would be than having one large one. How would you guys go about this?  What method is better and/or what are you guys using?
  24. With the Vulkan mailbox present mode, VK_PRESENT_MODE_MAILBOX_KHR, I seem to be getting bad screen tearing when running in fullscreen mode.   If run the app in a window, it works great (no tearing). I can also set presentMode to VK_PRESENT_MODE_FIFO_KHR, which works and vsyncs, but I'd prefer to use triple buffering w/ the mailbox.   The code I'm running is based on the tutorial here: https://vulkan-tutorial.com/ and all I have added is my own code to handle keyboard/mouse input via GLFW and I'm switching to full screen using glfwSetWindowMonitor.   I checked in the debugger, mailbox mode is available on my hardware and I've set the swap chain minImageCount to 3 (also supported).   I'm new to Vulkan so maybe I missed something obvious, has anyone run into this before?   Windows 10 64-bit, Nvidia GTX 1080, driver 378.49
  25. In the Vulkan manual pages, the command functions all have a 'Command Properties' box at the bottom that specifies Command Buffer Levels, Render Pass Scope, etc...  See https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkCmdBindPipeline.html for an example. The last column is 'Pipeline Type'.  Under most commands this is left empty, but occasionally this has the entry 'Transfer' (ex. https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkCmdClearDepthStencilImage.html).  I don't know what that actually means.  In Vulkan there are only two types of pipelines, compute and graphics, there's no notion of a 'Transfer' pipeline, you can't create one, you can't bind one, it doesn't exist.  There is the notion of different queue types, compute, graphics, and transfer; but the chart already has a column called 'Supported Queue Types'. Anyone have any ideas what that column means/is used for?