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I am on Windows 11. I downloaded and installed the Vulkan SDK on my Windows machines. When I try to compile, I keep seeing: vulkan/vulkan.h: No such file or directory I have installed: C:\VulkanSDK\1....
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The reason I'm asking this question is because I have cases in a vertex shader where I have: layout (location = 0) out float3 outEyeSpacePosition; layout (location = 1) out float2 out_tex_coords; And ...
Zebrafish's user avatar
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I discovered something rather surprising to me regarding the Vulkan validation layer that's used for error reporting and debugging. Usually in a debug build I will set the ...
Zebrafish's user avatar
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Let's say we have one queue for transfer (A), and another queue for graphics (B). Let's say we have a resource, for example a vertex buffer, and we initialize it by transfering data to it using queue ...
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I come seeking advice. I'm attempting to make a game with C and Vulkan (no engine). It will be low scope. It has a low-mid poly aesthetic, fairly involved mechanics, and will be multiplayer, ...
Clause's user avatar
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If in my CMake I add: add_link_options( -fsanitize=address) When I do: vkCreateDevice In my C++ code, it fails, and I get the errors: [APPLICATION][INFO] Vulkan ...
Zebrafish's user avatar
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I am invoking a compute shader, writing to it, then reading it to then write to disk. According to renderdoc the image is properly generated. Additionally, when compiled in debug mode I get the right ...
Makogan's user avatar
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Imagine an app submitting images in FIFO presentation mode. If I use VkSwapchainPresentFenceInfoKHR, the fence is signaled almost immediately, and it is not related to the image being at the front of ...
ed__'s user avatar
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I am trying to implement color blending in the fragment shader because I want to use the alpha channel as a sort of dynamic stencil buffer for future draw calls. I have attached the swapchain image ...
Jim Morrison's user avatar
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In a graphics API like Vulkan, you have VkFilter, which can be NEAREST or LINEAR. Leaving aside the mipmap filtering, which is another thing altogether, I'm trying to understand what the point of the ...
Zebrafish's user avatar
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This question is supposed to be in the most general sense possible, this is because I'm using the Slang shading language to apply potentially to multiple graphics APIs. In OpenGL and Vulkan the ...
Zebrafish's user avatar
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I found a comment on Reddit saying: SSBO accesses are bound checked at runtime by the shader to prevent segmentation faults (which is why the descriptor of a SSBO is a pointer and size). I think this ...
Zebrafish's user avatar
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I am using an i686 system, with the compiler mingw G++. I can run code that creates a GPU device and attaches it to a window fine on that machine. However, when I attempt to run it on my i686 windows ...
Jasper Stocks's user avatar
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I'm trying to create a shared texture between Vulkan and OpenGL, and as I understand the process, it's split in two parts: exporting the memory during allocation and then getting a Windows HANDLE to ...
Blindy's user avatar
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EDIT: ANSWERED (but question closed) TL;DR Per the Vulkan specification, it is undefined behaviour to pass a win32 window handle between graphics APIs after the creation of a swapchain. A window ...
Cara Ames's user avatar
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On my NVIDIA GPU these 2 shaders work fine: // VS #version 450 layout(location = 0) in vec4 inPosition; layout(location = 0) out struct { vec2 dummy; uvec4 variableInStruct; } testStruct; void ...
Rahn's user avatar
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I have been told that when it comes to GPU APIs like Vulkan and DirectX and the host is for example little-endian and the GPU is big-endian that you can read for example a 32-bit integer and the ...
Zebrafish's user avatar
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In CLion, Intellisense is broken when using Vulkan (and similar APIs) loader libraries. This seems to be because every function is defined around their pointer (i.e. for a vulkan function vkXyz, it is ...
Nil A Curious Programmer's user avatar
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I am trying to learn the Slang shading language for use in a Vulkan framework and I was writing a very basic white only shader. module white; struct VertexIn { float3 position : Position; }; ...
radueduard's user avatar
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Assuming I have a compute pipeline that I can dispatch with vkCmdDispatchIndirect, and a VkBuffer object that stores the dispatch parameters, can I safely and reliably set all the workgroup dimensions ...
calc196's user avatar
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While loading spir-v shaders in my application I suddenly started getting the following validation error: [ERROR: Validation] vkCreateShaderModule(): SPIR-V Capability DemoteToHelperInvocation was ...
Xenophilius Mildrententus's user avatar
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1 answer
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I have the case that I want to sample from an image as a texture and write to it at the same time. The actual use case is that the image contains information pertaining to a city for a city builder. ...
Zebrafish's user avatar
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I'm trying to copy data from a staged buffer into a image, and then submit a queue transfer to a graphics queue. I know the whole point of a dedicated transfer queue is for async transfers, but for ...
Krupip's user avatar
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I'm working on a Vulkan project that takes my phone Quaternion data through a UDP connection, and then is used to transform the coordinates of a sword. However, the model doesn't accurately represent ...
Vamer's user avatar
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I am currently trying to downscale the internal render resolution from a game called "BeamNG Drive" using dll injection. In beamng I run the game in vulkan mode, I enter the game and inject ...
The DEV's user avatar
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For a long time I thought gl_InstanceID was dynamically uniform, but it isn't. And so if you instance render a bunch of instances and you don't have support for non-uniform sampled image indexing, ...
Zebrafish's user avatar
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3 votes
1 answer
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I know there's gl_VertexIndex and gl_VertexID, but let's just say I have an index buffer that looks like: [3, 0, 4, 1, 2, 3] The first vertex processed in the vertex shader with an indexed draw ...
Zebrafish's user avatar
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The following Vulkan code gives an validation error in an unpredictable manner in my code VkFence fence = inFlightFences[currentFrame]; vkWaitForFences(device, 1, &fence, VK_TRUE, UINT64_MAX); ...
Dirk's user avatar
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I am trying to share memory between two Vulkan processes (using the same NVidia gpu device) using the VK_KHR_external memory extension on Linux (Ubuntu 22). I create a buffer/device memory (and ...
pettersson's user avatar
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The vkAcquireNextImageKHR has arguments: timeout specifies how long the function waits, in nanoseconds, if no image is available. fence is VK_NULL_HANDLE or a fence to signal. If I provide a fence ...
Zebrafish's user avatar
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When I call vkQueuePresentKHR the function blocks my thread, and how long it blocks depends entirely on how big my swap chain is. So if I have a small window it may block for 5ms, and if I increase ...
Zebrafish's user avatar
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For example, store the output of the compute shader on a 640x640 region within a 1920x1080 image at offset 128x128 from top-left corner. It could be done by allocating a 640x640 image, writing on it ...
Alex V.'s user avatar
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The Render Pass dependency from the well-known Vulkan tutorial from Sascha Willems looks like this: .srcSubpass = VK_SUBPASS_EXTERNAL; .dstSubpass = 0; .srcStageMask = ...
NightRadio's user avatar
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1 answer
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I'm currently working on my Vulkan renderer and I'm trying to implement ImGUI. I use 2 separate render passes. One for the "main" rendering of my scene and one for DearImGUI. But here comes ...
Flection GD's user avatar
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I thought that one of the "benefits" of using device shader buffers in Vulkan was that alignment constraints (like those in std140 and std430) wouldn't apply. So I tried creating a buffer ...
user18490's user avatar
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Let's just say you a have 32-bit integer, that integer needs to be aligned in memory on a four-byte boundary. Let's just say there's a byte buffer, and you want to store the bytes of that 32-bit ...
Zebrafish's user avatar
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I am working on a deferred renderer. I tried to set up the lighting pass (not an accurate term in the context of dynamic rendering but you get the idea) with dynamic rendering: ...
Achihab Halib's user avatar
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As per the code found at: Qt Triangle Example Adding a bit of debug logic: #include <QDateTime> #include <QDebug> #include <QGuiApplication> #include <QLoggingCategory> #...
Matthew Hoggan's user avatar
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I upload a mip chain of BC1_RGB_UNORM_BLOCK to a staging buffer in host memory. Then I do buffer to image copy. And I get the error: Vulkan validation layer callback: vkCmdCopyBufferToImage(): ...
Zebrafish's user avatar
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I use my own Win32 implementation together with Vulkan. I have the following test function that resizes my window. void Window::Test() { RECT rect = { 0, 0, 1200, 1200 }; DWORD style = ...
That Martin Guy's user avatar
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When you allocate memory with Vulkan you do it on a particular type of heap and memory type that the Vulkan API has listed. Some of these memory types have the flags like for example: HOST_COHERENT ...
Zebrafish's user avatar
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I recently switched a Vulkan renderer from the traditional vertex pipeline to mesh shading. On large meshes, I've experienced a significant performance drop — particularly in processing time. For ...
user18490's user avatar
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I have some code that was working on a prior driver that now segfaults when compiling. In particular, it segfaults here: unsafe { let graphics_queue = self.hardware_interface....
Makogan's user avatar
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1 vote
1 answer
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From the specification for VkPhysicalDeviceLimits, maxDescriptorSetStorageBuffersDynamic is the maximum number of dynamic storage buffers that can be included in a pipeline layout. Descriptors with a ...
Matthew's user avatar
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3 votes
1 answer
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I try to use SMAA on vulkan, but the output image is not complete anti-aliasing. like this: I see edgesTex is perfect, but blendTex is not so clear comparing with weight image which is from smaaDemo ...
guruguru's user avatar
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1 answer
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How do you delete VkDevice if it was lost (VK_ERROR_DEVICE_LOST)? I use vkDeviceWaitIdle to wait until device finishes all the work to safely delete it. But if device is lost, vkDeviceWaitIdle does ...
Slavneishev Filipp's user avatar
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I can see an icon in my dock (icons-only task manager) but i can't see it i can hover it and yes it's the Vulkan window. #include <vulkan/vulkan.h> #include <GLFW/glfw3.h> #define ...
Spicy Shallots's user avatar
1 vote
1 answer
182 views

I noticed that in the new Vulkan spec, Render Pass objects are obsoleted in favor of the newer Render Pass instance. And there's a newer mechanism to compile and use shaders: Shader objects - which ...
DannyNiu's user avatar
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I use an array of a struct in a GLSL compute shader with scalar layout like this: #version 450 struct Gaussian { vec3 position; vec4 rotation; vec3 scale; vec3 color; float alpha; ...
Dirk's user avatar
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I have a Qt 6.8.1 cross-platform project. It works fine on Windows and Ubuntu 22.04, both with X11 and Wayland. By default, it uses the OpenGL renderer. But I need Vulkan renderer and therefore add ...
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