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[05:51:25] <felipealmeida> hi, I'm enabling VK_KHR_push_descriptor extension when creating the device and later trying to vkGetDeviceProcAddr, but it returns NULL
[05:51:46] <felipealmeida> if I use vkGetInstanceProcAddr, it doesn't return NULL, but calls NULL later in the dispatch
[05:51:59] <felipealmeida> for "vkCmdPushDescriptorSetKHR"
[05:52:03] <felipealmeida> am I doing something wrong?
[05:52:14] <felipealmeida> I'm using linux and intel hardware
[05:52:34] <felipealmeida> the VK_KHR_push_descriptor is shown if enumerated
[05:53:24] <felipealmeida> I recompiled vulkan-icd-loader and it shows it calling disp->CmdPushDescriptorSetKHR in gdb and it shows that to be NULL in disp
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[17:33:30] <reduz> I have a problem with the validation layer.. it reports an error that does not seem to exist (says a descriptor is not bound when to me it seems clearly bound) and then crashes.. but when I run without the validation layer, everything is fine
[17:34:00] <reduz> making a simple test case is difficult, so I'm wondering whether there is a way to record and reproduce the vulkan commands to submit a bug report
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[18:05:24] <reduz> there seems to be a vktrace, but unfortunately I can't compile it on linux, seems kind of bitrot
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[18:58:38] <felipealmeida> how do I debug vulkan applications beside validation layer? I'm recording a buffer and then submitting later
[18:58:43] <felipealmeida> however, nothing appears in the screen
[18:59:02] <felipealmeida> no validation errors
[18:59:57] <Yatekii> felipealmeida: did you try renderdoc?
[19:00:12] <felipealmeida> nope, thanks
[19:00:58] <felipealmeida> I'll try that
[19:06:53] <reduz> well I just have no way to report a bug in the validation layers i guess
[19:07:38] <reduz> compiling vktrace wants me to replace my system headers for custom built ones, even if i try to build the same version I have installed in the system
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[19:31:34] <Yatekii> hmm how tightly are index buffers and vertex buffers coupled?
[19:31:56] <Yatekii> because when i change the vertex layout, hell breaks loose
[19:33:15] <Yatekii> my indices are suddenly "random" and extremely high, even tho on the CPU all the indices are right
[20:00:41] <mefesto> Yatekii: did you verify that the indices in the gpu buffer were uploaded correctly? (renderdoc)
[20:01:35] <Yatekii> mefesto: well in renderdoc they are completely wrong
[20:01:43] <Yatekii> on the cpu they are right
[20:01:56] <Yatekii> the question is why it doesnt work anymore
[20:02:10] <Yatekii> before i changed the vertex layout everything worked
[20:02:12] <mefesto> do you have any code to share?
[20:02:18] <Yatekii> i don't understand
[20:02:51] <Yatekii> yes i do, but i don't think it helps :/ its rust and wgpu-rs ;) no c/plain vulkan
[20:02:53] <mefesto> its helpful to show the code in question so that other people can see what it is you are attempting to do
[20:03:20] <Yatekii> mefesto: the point is that i didn't change anything about the indexbuffers
[20:03:43] <Yatekii> so it must be the vertex buffers influencing the index buffers
[20:03:52] <Yatekii> for whatever dumb reason
[20:03:58] <mefesto> no i dn't think it "must be" that :)
[20:04:50] <Yatekii> yeah well since i didn't change anything else it con't be anything else logically
[20:05:05] <Yatekii> *can't
[20:05:34] <Yatekii> i mean i can show you the code and the diffs. you wont find any changes other than the vertex layout :/
[20:06:05] <Yatekii> i can commit it and show it in a bit. i only have the old layout on GH atm
[20:06:14] <mefesto> whatever you feel comfortable with. typically the more information provided the more likely someone in here will see what the issue is
[20:06:21] <Yatekii> yeah
[20:07:34] <Yatekii> also, folks, how easy should 10kk tris be on an iGPU?
[20:07:46] <Yatekii> *not tris, vertices
[20:08:03] <Yatekii> because atm the iGPU kinda dies. my shader is plain simple
[20:08:26] <Yatekii> but a mate of mine says 10kk tris are a piece of cake for the iGPU
[20:11:11] <mefesto> verts in the same buffer? how many draw calls? how often does the pipeline switch? 10k verts sound like cake... but there are plenty of details we don't know
[20:14:51] <Yatekii> mefesto: no, 10KK Xd 10000000
[20:15:04] <Yatekii> i will tell you more details later
[20:21:09] <Yatekii> mefesto: i have 20 renderpasses all with the same pipeline. i have the different passes only to clear the stencil maybe i can make this more intelligent
[20:21:30] <Yatekii> i have 10million vertices
[20:22:12] <mefesto> "different passes only to clear the stencil"?
[20:22:28] <Yatekii> i do 13k drawcalls (that's like 200us more than 500 drawcalls, both around 6.5ms total)
[20:23:15] <Yatekii> well by that i mean i could make it one renderpass theoretically but then clearing the stencil would not be possible
[20:23:40] <Yatekii> (i just figured it's possible i think)
[20:24:14] <Yatekii> if you'd like i can share code/a build if youd be in the mood to have a look
[20:24:46] <Yatekii> the problem is: i have looked many hours into it but in the end i don't really know what to look for
[20:24:59] <mefesto> i'll skim some code but i won't be running anything :)
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[21:04:56] <Yatekii> mefesto: ah sure, I appreciate any kind of help ^^ I just thought to see the GPU pipeline state could help, hence t6he offer to hand out a build :)
[21:05:15] <Yatekii> (I could share a renderdoc trace but replaying might not work on different GPUs)
[21:15:19] <felipealmeida> is there anyway to reuse a command buffer already recorded to draw just some part?
[21:15:25] <felipealmeida> like clipping?
[21:28:08] <Yatekii> mefesto: interesting. let me dig some
[21:28:16] <Yatekii> because I was using 32 before without an issue
[21:28:23] <Yatekii> so I wonder why it's an issue now ^ ^
[21:28:28] <Yatekii> *32bit
[21:29:40] <mefesto> good luck. gtg
[21:32:09] <Yatekii> mefesto: thanks a lot :) have fun!
[21:32:10] <Yatekii> cya
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