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[02:53:28] <cheakoirccloud> Is there a community for writing shaders? I want to know about polar coordinates, in my c code I'm doing a lot of converting to and from and would like to investigate moving this to the shader.
[02:57:44] <ratchetfreak> shadertoy would be popular with them
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[08:33:42] <Guest4630> Would the standard process for deferred shading be: Vertex Shader -> Geometry Shader to make G-Buffer -> any desired fragment passes?
[08:39:26] <Yaniel> vertex shader + fragment shader to construct the g-buffer
[08:40:02] <Yaniel> and then do any number of fullscreen passes you want using the g-buffer and a (vertex and) fragment shader
[08:41:28] <Guest4630> right, thanks
[08:41:49] <Guest4630> also is deferred lighting preferred to deferred shading?
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[09:05:26] <Yaniel> not really
[09:12:48] <turol> deferred shading eats a lot of bandwidth
[09:12:59] <turol> it becomes a serious bottleneck with high resolutions
[09:13:11] <turol> i recommend forward+ / clustered shading instead
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[10:10:16] <friden> is there a way to convert spirv shaders to some kind of headers so that one can include shaders into the binary, instead of loading them from the file system during runtime?
[10:10:31] <friden> like shader headers in d3d11
[10:11:32] <Yaniel> well in Rust you have include_bytes! which gives you a byte array with the static contents of any given file
[10:11:43] <Yaniel> *a static byte array with the contents
[10:11:50] <friden> im in c++^^
[10:13:00] <friden> sure i can make a program that does something similar for me, but this must be so common that the existing spirv compilers have some kind of feature for this?
[10:13:41] <exDM69> friden: glslang has an option for that
[10:14:00] <exDM69> output .h file w/ shader binary blob
[10:14:39] <exDM69> there's no portable way of doing this with binaries, but it's possible using objcopy and ld (from binutils) on linux
[10:16:05] <friden> im using glslangValidator.exe on windows in the LunarG SDK for compilating glsl files to spirv, but i can't find a flag for generating binary blob headers
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[10:17:36] <friden> ah, thanks!
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[10:25:37] <friden> ratchetfreak: can't get that to work though. when calling "glslangValidator.exe -V -o mesh.vert.spv mesh.vert" it works and produces a mesh.vert.spv without errors, but when changing that to "glslangValidator.exe --variable-name mesh.vert.h mesh.vert" it gives some errors, starting with "gl_VertexIndex: undeclared identifier"
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[10:28:43] <exDM69> friden: add -V
[10:28:45] <exDM69> does that help?
[10:29:11] <exDM69> I think you need glslangValidator -V --variableName mesh -o mesh.vert.h mesh.vert
[10:43:00] <friden> ill try that
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[10:44:40] <friden> exDM69: that just prints the help
[10:47:52] <friden> ah, there we go
[10:48:28] <friden> i just paster your line without thinking, its supposed to be --variable-name like ratchet wrote earlier, not --variableName
[10:48:33] <friden> thanks!
[10:50:25] <ratchetfreak> you can also replace it with the shorthand --vn
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[10:54:59] <friden> ratchetfreak: yeah, but i think i prefer the longer name so that the next person reading this script will understand what it does without reading the doc of the exe^^
[10:55:02] <friden> thanks anyways
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[11:06:15] <sharpneli> VK_MEMORY_HEAP_MULTI_INSTANCE_BIT is not that well explained in the spec. Anyone knows what it basically means?
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[11:11:08] <ratchetfreak> If VK_MEMORY_ALLOCATE_DEVICE_MASK_BIT is not set, the number of instances allocated depends on whether VK_MEMORY_HEAP_MULTI_INSTANCE_BIT is set in the memory heap. If VK_MEMORY_HEAP_MULTI_INSTANCE_BIT is set, then memory is allocated for every physical device in the logical device (as if deviceMask has bits set for all device indices). If VK_MEMORY_HEAP_MULTI_INSTANCE_BIT is not set, then a single instance of memory is allocat
[11:12:49] <sharpneli> So basically without that one must do separate allocation per device?
[11:12:58] <ratchetfreak> sounds like it's a way to mirror memory across the devices in a group
[11:14:20] <sharpneli> Hmmm. Definitely not what I said, as memory heaps are not device specific within a group
[11:15:31] <ratchetfreak> but you can have separate allocations per device
[11:15:36] <sharpneli> Sure
[11:16:17] <ratchetfreak> and using the semantics of VK_MEMORY_HEAP_MULTI_INSTANCE_BIT and pretending it's not part of a multi device heap lets you skip all the management to duplicate the memory
[11:16:30] <ratchetfreak> though I'm not that sure that it's always exact mirror
[11:16:42] <sharpneli> I wonder if there are any performance implications
[11:16:54] <sharpneli> As one can just ignore the whole multi instance bit and always allocate separately
[11:16:59] <sharpneli> As one must have a codepath for that in anycase
[11:17:56] <ratchetfreak> for VkBindBufferMemoryDeviceGroupInfo there is the paragraph: "If deviceIndexCount is zero and memory comes from a memory heap with the VK_MEMORY_HEAP_MULTI_INSTANCE_BIT bit set, then it is as if pDeviceIndices contains consecutive indices from zero to the number of physical devices in the logical device, minus one. In other words, by default each physical device attaches to its own instance of memory."
[11:18:59] <sharpneli> Yah. I'm mostly interested in real life example on what it means on a device group so I could do any sort of reasoning of performance implications
[11:19:08] <sharpneli> As in is it a good or bad thing to use it if available?
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[11:36:33] <sharpneli> Graaah
[11:36:39] <sharpneli> There is a bug in the html version of the spec
[11:36:50] <sharpneli> There you can see the explanation of the flag
[11:36:53] <sharpneli> No wonder I was so confused
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[11:37:57] <sharpneli> Ok. So it is to be expected that it's pretty much always available.
[11:38:05] <sharpneli> And not having it is a rarity
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[11:40:52] <sharpneli> And it's here too
[11:41:16] <sharpneli> So yeah. The explanation is erroneously placed as an extension and not part of the core.
[11:42:23] <sharpneli> Yap
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[11:49:49] <sharpneli> Yeah. Will write everything for now assuming the multi instance heap is available as the first multigpu is gonna be just sli and equivalent setups (as in, all GPU's are identical)
[11:49:58] <sharpneli> Weirder considerations when they come available
[11:53:38] <ratchetfreak> time to file an issue about that then
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[20:13:01] <dyl> Found a nice little pattern using vulkan.hpp with no exceptions.
[20:13:14] <dyl> template<typename T> std::tuple<vk::Result, T> take(vk::ResultValue<T> ResultValue) { ... }
[20:13:23] <dyl> Then stuff like:
[20:13:39] <dyl> MyStruct MyStruct; std::tie(Result, MyStruct.Capabilities) = take(Device.getSurfaceCapabilitiesKHR(*Surface)); ...
[20:14:05] <dyl> (this is also useful as it works for UniqueHandles)
[20:14:16] <dyl> (so I can take directly into class members)
[20:14:31] <dyl> My code is littered with that followed by some GUARD_RESULT_VALUE(Result, Details) type stuff.
[20:14:34] <dyl> It works pretty well!
[20:15:52] <dyl> I was using structured declarations (auto [Result, Value] = ...) before but tying and reusing Result is nicer than having Result1, Result2...
[20:16:18] <dyl> (And this also avoids having awkward names that shadow members, and saves the line of this->Foo = Foo afterwards.)
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