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[02:32:49] <felipealmeida> hi, can I use normalized floats in SSBO?
[02:51:53] <felipealmeida> hi, I'm having a hard time finding a way to access the current depth recorded in depth buffer from a shader?
[02:52:01] <felipealmeida> is that not possible?
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[16:51:49] <reduz> Found a strange bug running my Vulkan code on RADV (does not seem to happen on Intel), what would be the best way to report it or get it looked at?
[16:52:22] <bnieuwenhuizen> reduz: tell me of the issue :P
[16:52:29] <bnieuwenhuizen> or file a bug on bugs.freedesktop.org
[16:53:31] <reduz> bnieuwenhuizen: ah, I am getting my presentation image corrupted simply by rendering to an unrelated texture. The renderdoc capture shows that all rendering is fine, but then presentation image is corrupted
[16:53:45] <reduz> I can send the capture your way if you want
[16:53:51] <bnieuwenhuizen> what card?
[16:54:32] <reduz> I think it's a Radeon RX 560
[16:55:22] <reduz> I managed to isolate it to a very simple capture which does nothing out of the ordinary, so I'm thinking it may be a driver bug
[16:55:53] <reduz> (And there's no warning issued by validation layers, valgrind or llvm sanitizer)
[16:55:55] <bnieuwenhuizen> yeah, the problem is just renderdoc captures are somewhat specifc to the card and I don't have a 560 lying around
[16:56:01] <bnieuwenhuizen> :(
[16:56:55] <reduz> ah :( well, if you want to build Godot from source, it can be reproduced easily in one of the demos
[16:58:46] <bnieuwenhuizen> which demo, do I need a specific branch/patch?
[16:59:01] <bnieuwenhuizen> (and or options for e.g. vulkan)
[16:59:45] <reduz> IT's the WIP Vulkan branch
[16:59:49] <felipealmeida> can I use different descriptors for different VkDrawIndirectCommand in the same vkCmdDrawIndirect ?
[17:02:06] <reduz> I think it may not run directly, you need to delete the art/*.import files, and run the editor, then just run the demo. After running the editor once (it auto imports the assets), you can just run the Godot binary in the directory of the assets
[17:03:56] <reduz> Once running the demo, just change the effect (right combobox) and the presentation buffer breaks as long as the ffect is enabled
[17:05:19] <reduz> the renderdoc capture reproduces this fine, and in fact shows the image written to the presentation buffer is correct, but at the end the presentation buffer just breaks. What it displays that looks garbled is actually not what it should be in the presentation buffers, so I have the feeling it's reading the image from somewhere else
[17:05:33] <bnieuwenhuizen> reduz: try the environment variable RADV_DEBUG=nodcc
[17:05:46] <reduz> bnieuwenhuizen: oh, let me try that
[17:06:20] <reduz> bnieuwenhuizen: oh, works perfect with that!
[17:06:42] <reduz> that fixed it entirely
[17:07:59] <reduz> bnieuwenhuizen: what is this option?
[17:10:01] <reduz> actually it does not entirely fix it, i can see a few corrupt pixels
[17:10:10] <reduz> but like, 3/4 pixels
[17:11:25] <reduz> here's the output now, marked the corrupt pixels
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[22:20:48] <felipealmeida> hello, I can use multiple descriptorCount for the same descriptorset layout to have an array
[22:21:05] <felipealmeida> so I can bind the same "array" for all draws
[22:22:51] <felipealmeida> would it be faster for me to draw and do the alpha compositing in the fragment shader instead of drawing multiple times?
[22:23:37] <felipealmeida> for example: draw a single -1.0f to 1.0f and draw everything in the fragment shaders?
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[22:48:52] <felipealmeida> drawing multiple textures from the same draw command?
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