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[02:57:40] <felipealmeida> hi, I'm passing a fence to VkQueueSubmit
[02:57:55] <felipealmeida> but after a few iterations (~5-20) loops
[02:58:03] <felipealmeida> the wait on fence never finishes
[02:58:14] <felipealmeida> I'm waiting just after the queue submit
[04:01:33] <felipealmeida> hi, I have a swapChain with two images. I'm using two commandbuffers pre-recorded per framebuffer
[04:02:25] <felipealmeida> I'm getting messages that my commandbuffer is not recorded with VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT, however I can't see how it can be used simultaneously
[04:02:43] <felipealmeida> if I acquire image 0, I use commandbuffer[0], if I acquire image 1 I use commandbuffer[1]
[04:04:22] <Ralith> you're probably not synchronizing access to them correctly
[04:05:00] <felipealmeida> well, but I can only acquire a image that is no longer in use, right?
[04:05:15] <felipealmeida> so I can only acquire a image where the render has already finished, don't I?
[04:05:55] <felipealmeida> or can the rendering still be happening after the second acquire of the same image?
[04:06:31] <Ralith> I strongly encourage you to read the spec for vkAcquireNextImageKHR
[04:06:34] <felipealmeida> I do use the semaphores from acquire to queue submit
[04:07:12] <felipealmeida> well, I have a few times, but I'll look again
[04:08:41] <felipealmeida> well, it is not really the most descriptive function in the spec
[04:13:35] <felipealmeida> can't find anything...
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[22:16:12] <Yatekii> folks how would you transmit a huge array of tile transforms to the vertex shader? uniform buffer seems to be bad ... using a texture has been an advice but that seems like a hack to me
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[22:18:36] <derhass> what's bad about UBOs? size limit?
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[22:38:08] <Yatekii> derhass: well on the GTX970 I am good. all works nice and dandy. on the iGPU, after like 28transforms I just read all 0 for the transforms, so I guess it's hitting the size limit. but the buffer contents are actually correct. just the shader does not read porperly
[22:38:41] <bnieuwenhuizen> igpu being intel? linux or windows?
[22:39:45] <turol> Yatekii: SSBO
[22:40:07] <Yatekii> bnieuwenhuizen: iGPU being integrated GPU ofc
[22:40:15] <Yatekii> and yes intel, sorry
[22:40:22] <Yatekii> HD 620
[22:40:25] <Yatekii> linux
[22:42:06] <bnieuwenhuizen> If 29 transforms are more than 128 megabyte, that is quite a lot
[22:44:27] <bnieuwenhuizen> Yatekii: please check the range limit above. Given that you are reading all 0, I think it is more likely that you specify the wrong UBO size when binding to the descriptor, or maybe in the shader
[22:44:46] <Yatekii> bnieuwenhuizen: I am 100% not specifying the wrong buffer size
[22:46:06] <Yatekii> the buffer size in the shader is bigger than it actually is (because I would have to know at compiletime how many items I have, which I ofc don't know, so I just make it a max size)
[22:46:21] <Yatekii> and the size on the CPU is corect. if it wasn't it would not contain the correct data
[22:47:16] <Yatekii> I mean it has to be some stupid GPU related thing
[22:47:25] <Yatekii> otherwise it wouldn't run on the GTX
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[22:56:27] <Yatekii> yeah, changing to SSBO doesn't change an inch :(
[22:58:08] <bnieuwenhuizen> Yatekii: remember you also have to set the size in vkUpdateDescriptorSets
[23:01:19] <Yatekii> bnieuwenhuizen: wgpu is handling that part for me
[23:01:36] <Yatekii> I can see that the size is correct in renderdoc ;)
[23:03:41] <fazias> just because it runs on one vendor, doesn't mean it's correct.
[23:04:29] <mirv_> I don't suppose anyone has run across problems calling vkGetPhysicalDeviceImageFormatProperties?
[23:04:37] <bnieuwenhuizen> Have you run the validation layers?
[23:04:48] <mirv_> of course, it's spitting out invalid physical device handle
[23:05:07] <mirv_> but it's most definitely not invalid (I called it just before on something else, and was fine)
[23:05:09] <bnieuwenhuizen> Reason I still suspect it is your app is that I cannot believe any games works if UBOs are broken
[23:05:19] <bnieuwenhuizen> mirv_: sorry was not meant for you
[23:05:28] <mirv_> bnieuwenhuizen: my bad, I realised too late
[23:05:35] <mirv_> and should read up more often
[23:05:46] <bnieuwenhuizen> mirv_: what is your issue with the function?
[23:06:42] <mirv_> segfault, after validation error about invalid physical device handler
[23:07:35] <mirv_> I'll keep on poking
[23:07:49] <fazias> doesn't the vulkan sdk come with a program which basically calls that function?
[23:07:58] <bnieuwenhuizen> yeah, vulkaninfo
[23:08:06] <fazias> if it works, you have some problem in your app
[23:08:36] <fazias> if it doesn't, sounds like strange ICD configuration. maybe check that with the... there was app for that also
[23:09:03] <fazias> vkvia
[23:09:19] <fazias> is good to run for checking if you got sane environment
[23:09:36] <bnieuwenhuizen> wow, did not know about that tool, thanks!
[23:10:01] <fazias> it doesn't do as much as you would hope, but it does bunch of tests and makes some sort of html report
[23:11:50] <Yatekii> bnieuwenhuizen: I agree, still, I am intrigued by the fact that it runs on the GTX970.
[23:12:04] <Yatekii> bnieuwenhuizen: I just installed the validation layers. or rather it's compiling them
[23:12:11] <Yatekii> will need to figure how to use them :/
[23:12:40] <bnieuwenhuizen> Yatekii: would not surprise me. Not every driver is consistent in doing bounds checks
[23:12:50] <Yatekii> kk
[23:13:07] <Yatekii> then I wonder why renderdoc shows the right number :/
[23:13:08] <fazias> validation layer is your best friend catching your own mistakes
[23:13:17] <Yatekii> anyways, i'm trying to run the validation layers
[23:20:21] <Yatekii> lol endless validation errors
[23:20:26] * Yatekii guilty
[23:20:31] <Yatekii> but for the stencil actually
[23:20:34] <Yatekii> imma patch that up
[23:22:07] <mirv_> pro tip: don't try get an instance function pointer using device function pointer querying
[23:22:22] <mirv_> (I just found my error)
[23:23:08] <bnieuwenhuizen> mirv_: validation layers did not catch that?
[23:23:55] <bnieuwenhuizen> oh, might actually be hard to check that
[23:24:45] <mirv_> yeah
[23:25:20] <mirv_> well, to be fair, I should write less shitty code and check for a nullptr return
[23:29:46] <fazias> \o/