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[10:28:47] <adrian_1908> https://www.khronos.org/registry/vulkan/specs/1.0/man/html/VkPhysicalDeviceProperties.html
[10:28:49] <adrian_1908> Is there some macro to parse "driverVersion" as a string the way e.g. VK_VERSION_MAJOR/MINOR/PATCH does for "apiVersion"?
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[10:30:39] <baldurk> some drivers use that packing, others don't (e.g. nvidia)
[10:30:49] <baldurk> it's up to the vendor really
[10:31:37] <adrian_1908> I see, not a problem. Thanks!
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[10:45:57] <Sairon> I want to compile GLSL -> optimized SPIR-V with reflection info, most seem to be using glslangValidator, but I'd much rather use it as a library. It would seem libshaderc is the way to go in that case, but its interface seems to be making it impossible to generate optimized SPIR-V with reflection
[10:47:54] <Sairon> Anyone tried to go down the same route & have any tips? :)
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[12:46:37] <neure> have you tried spirv-cross?
[12:47:32] <neure> you could also compile GLSL -> SPIR-V, grab debug info and store reflection info to meta data outside spirv, optimize spir-v
[12:49:20] <sharpneli> We use spirv-cross too.
[12:49:38] <sharpneli> All shaders are in spirv. Then on non vulkan backends we just use spirv-cross to spit out the corresponding shader
[12:49:54] <Sairon> Had a look at SPIRV-Cross, but seems kind of weird to first compile GLSL - SPIR-V, and then decompile it back to GLSL just to grab the reflection data.
[12:51:23] <Sairon> I'll have a look at GLSL -> SPIR-V grab the reflection data and then optimize the binary :)
[12:52:23] <Sairon> sharpneli: We have different shader permutations on desktop depending on hardware & user settings sadly
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[14:20:35] <m0rphism> Hi, I'm trying to draw a triangle with Vulkan and GLFW on linux, but my program fails to select a suitable VkPhysicalDevice, because vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, nullptr) fails to retrieve any surface formats.
[14:22:00] <m0rphism> The result of this function call is VK_ERROR_INITIALIZATION_FAILED, but I'm not aware of missing any initialization. Any idea what might have gone wrong or how to further debug this issue?
[14:23:00] <baldurk> have you enable the validation layers to see if they give you any information?
[14:24:10] <m0rphism> baldurk: I've enabled VK_LAYER_LUNARG_standard_validation and have registered a callback to print messages of error or warning severity to stdout.
[14:24:48] <m0rphism> But the validation layer does not create any output.
[14:25:12] <baldurk> it might be worth printing all messages, or adding some deliberate error, just to check that they're definitely working
[14:25:28] <m0rphism> baldurk: Thanks, I'll give it a try and report back.
[14:25:53] <baldurk> in the past I've found VK_ERROR_INITIALIZATION_FAILED is commonly returned by drivers when they hit some kind of error and are just returning a generic error message to say 'something went wrong'
[14:27:35] <m0rphism> baldurk: I see, I already wondered why this error code was not specified in the documentation of the vkGetPhysicalDeviceSufaceFormatsKHR function.
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[14:40:19] <m0rphism> baldurk: I now print messages of all severity levels, and now a list of device extensions is printed.
[14:41:06] <m0rphism> So I guess the validation layer at least works
[14:41:53] <baldurk> yeh. I'm not sure then, if it's that early in init can you paste the small chunk of your code that is running so far?
[14:42:03] <baldurk> maybe compare against vkcube source to see what you might be doing differently
[14:42:47] <YoRHa-2B> Hi, is what the following shader is doing illegal in any way: https://pastebin.com/99LEeHGn (original SPIR-V disassembly: https://pastebin.com/PpCneJzs)
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[14:43:36] <YoRHa-2B> this works on RADV but causes amdvlk to crash, apparently it doesn't like it when the same image is being accesses with two different OpTypeSampledImage
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[14:44:23] <YoRHa-2B> fwiw, neither spirv-val nor the validation layers are complaining about it
[14:46:17] <baldurk> YoRHa-2B: I believe that should be fine, though I'm not an expert
[14:46:27] <m0rphism> baldurk: Thanks, you can look at the code here: https://pastebin.com/Juuxzc2U
[14:48:02] <m0rphism> but it's also ok if you don't, since it's already 500 lines of code with some abstractions.
[14:48:05] <m0rphism> ;)
[14:50:33] <baldurk> you create your debug report callback after you've created the window surface - it might be worth switching that order just in case there are some messages from that creation
[14:51:56] <baldurk> you can also chain a struct onto the instance creation pNext chain to get debug report messages from during instance creation
[14:53:37] <m0rphism> baldurk: Thanks again, I'll give it try :)
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[15:17:03] <m0rphism> baldurk: registrating the debug callback before surface creation did not cause new messages/behaviour.
[15:22:03] <baldurk> I didn't see anything else in the code myself, sorry :/
[15:22:36] <m0rphism> baldurk: I've tried to find ressources for validating the instance creation by specifying pNext, but haven't found something so far. Any idea where I could find something related?
[15:22:57] <m0rphism> baldurk: No worries, thanks for your time and help!
[15:23:43] <baldurk> the spec has the details, if you look for where vkCreateInstance is specified, you can chain on a VkDebugReportCallbackCreateInfoEXT
[15:24:41] <m0rphism> baldurk: Thanks for the pointers.
[15:25:16] <baldurk> when you do find what the problem is (assuming it's on your side), you should report it to the validation layers so they can add a check for it
[15:27:09] <m0rphism> will do
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[15:49:50] <neure> Sairon, does spirv-cross really generate glsl just to do reflection? I thought it would do reflection based on the spirv opcodes, without generating glsl
[15:50:33] <neure> m0rphism, does some other vulkan app work?
[15:50:43] <neure> does cube example or vkinfo work?
[15:52:17] <neure> m0rphism, I got VK_ERROR_INITIALIZATION_FAILED and it went away after reboot (ubuntu machine) so I guess after driver was installed, it needed module to be loaded or something like that, which was fixed by a reboot
[15:52:40] <neure> of course that error could be caused by other reasons as well
[15:56:50] <Sairon> neure: Ah, that seems to be the case, was my misunderstanding from the example
[15:57:54] <Sairon> SPIRV-Cross is probably more robust than shaderc in fact, since reflection is generated before any optimization in shaderc
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[16:04:31] <Sairon> Or perhaps it actually does now when I look closer, it's kind of a web how everything links in shaderc :P
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[16:39:25] <m0rphism> neure: vkinfo does work and I'm currently in the process of building the cube example; will report back soon
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[16:41:04] <m0rphism> neure: I'm on NixOS, but it might still be the same issue. `uptime` says 15days, so I'll also give rebooting a try :)
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[17:41:09] <Fats> has there been any news about the vulkan portability initiative? is there any repository for it? all I could find was a repository for Rust based on their gfx-rs abstraction library.
[17:46:41] <ZeroWalker> So, how's vulkan looking these days:)
[17:53:00] <sharpneli> Surprisingly small amount of warts
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[17:54:06] <afl_ext> hello, in vulkan glsl shader code, compiled with glslang, is it possible to pass a sampler2D as variable, for example assign a sampler from uniform sampler2D to a sampler2D struct variable?
[17:55:48] <sharpneli> No. Samplers may not be placed in structs etc.
[17:57:09] <afl_ext> thats a regression from opengl in that case where in 4.5 it was possible, even without bindless sampelrs
[17:57:15] <afl_ext> thats weird
[17:59:19] <afl_ext> okay so that is not posisble so then to decide a sampler on runtime i need to use an array :(
[18:00:37] <sharpneli> Wait what
[18:00:43] <sharpneli> It definitely was not possible in 4.5
[18:00:58] <afl_ext> maybe my memory is bad
[18:03:03] <sharpneli> Basically no opaque types can be placed into anything that would look as if you'd assign into them
[18:03:08] <sharpneli> Includes atomic counters etc
[18:03:18] <afl_ext> bindless textures were the case for sure
[18:03:47] <sharpneli> Yeah on those it works nice and dandy
[18:04:33] <afl_ext> good that at least i can return a sampler
[18:04:47] <afl_ext> suprising tbh
[18:05:33] <sharpneli> Can you? A sampler may not be an l-value
[18:05:45] <sharpneli> If you try to assign into one it should not work
[18:05:46] <afl_ext> iit compiles
[18:05:54] <afl_ext> i dont know if it wont throw up on runtime but it compiles
[18:06:16] <sharpneli> Btw. About samplers in structs. In old GL style uniforms you could define a struct with sampler but that struct could only be used to define an uniform
[18:06:32] <sharpneli> So you'd just access it as myuniform.yolosampler
[18:07:39] <afl_ext> i just dont feel like modifying my core engine now to render to array
[18:07:43] <afl_ext> it would solve it
[18:07:54] <afl_ext> so i put 5 sets of sampelrs and decide on runtime what to sample
[18:07:55] <afl_ext> pathetic
[18:08:05] <sharpneli> Your core engine is based on bindless textures?
[18:08:10] <afl_ext> its on vulkan
[18:08:20] <afl_ext> i dont use bindless explictly
[18:08:41] <afl_ext> but i remember i had errors with explainations that mentioned bindless textures so i guess all these are bindless
[18:09:15] <chrisf> no bindless in vulkan
[18:09:23] <sharpneli> Remember the limitations of indexing a sampler array
[18:09:27] <sharpneli> It must be dynamically uniform
[18:10:12] <afl_ext> yeah
[18:10:21] <afl_ext> but with array you can do whatever
[18:10:48] <sharpneli> Sure. But every fragment must read from the same indeces.
[18:11:12] <sharpneli> As in you cannot do things like take fragcoord and use that to index into an array.
[18:12:29] <ratchetfreak> same withing the rendercall or same within the triangle?
[18:13:06] <chrisf> must be dynamically uniform
[18:13:57] <sharpneli> Within the rendercall basically.
[18:14:03] <afl_ext> fak
[18:14:21] <afl_ext> so probably i will need to make 1 pass per planet and swap samplers in between
[18:14:29] <afl_ext> will fuck my nice transparency engine
[18:14:32] <sharpneli> What are you trying to do?
[18:14:45] <sharpneli> There might be another way
[18:14:58] <afl_ext> im raytracing planets but im rendering their heightmaps and colormaps to textures only once they are loaded
[18:15:05] <chrisf> use array textures rather than arrays of sampled images
[18:15:14] <afl_ext> i set a limit of max 5 bodies rendered with that method at once
[18:15:15] <chrisf> if you need unrestricted indexing
[18:15:22] <afl_ext> yes yes
[18:15:38] <sharpneli> chrisf Has the solution
[18:15:41] <chrisf> also be aware that even dynamically uniform indexing is an optional feature
[18:15:46] <afl_ext> but i will need to change the core engine to allow rendering to these, or fire up a compute shader to copy, or maybe set up a composite imageview
[18:15:56] <sharpneli> Do a composite imageview
[18:16:01] <afl_ext> is that possible?
[18:16:16] <sharpneli> Yap. You can create imageviews into the subimages in a texture array
[18:16:17] <afl_ext> sounds like best way
[18:16:21] <chrisf> you need to check VkPhysicalDeviceFeatures::shaderSampledImageArrayDynamicIndexing is supported, and enable it
[18:16:59] <chrisf> otherwise only constant expressions are acceptable
[18:17:04] <sharpneli> You don't even need to change your engine. Just pass the imageviews from the array to your rendering and you're good to go. Or to your compute shaders whatever.
[18:17:06] <afl_ext> on opengl im sure and i checked that functions can take a sampler2D as argument
[18:17:43] <chrisf> is still possible.
[18:18:10] <sharpneli> afl_ext: You define the function like void yoloswag(in sampler2D yourmom); etc
[18:18:28] <afl_ext> yes
[18:18:31] <sharpneli> It cannot be a naked argument so to speak.
[18:18:33] <afl_ext> now i notice the problem
[18:18:41] <afl_ext> the name of that argument cant be 'sampler' :)
[18:19:54] <afl_ext> it seems i did some magic and it will work or die on runtime, glslang compiles
[18:20:21] <sharpneli> Tbh that's a dangerous way of developing. One may easily fall into the "It works on Nvidia" trap.
[18:20:22] <chrisf> assume you're checking this with validation as well
[18:22:06] <afl_ext> yeah
[18:22:06] <chrisf> doesnt catch everything, but will complain about a fair bit of common nonsense
[18:22:10] <afl_ext> i really wonder
[18:22:13] <afl_ext> this is hilkarous method
[18:22:26] <afl_ext> i return a sampler2d and pass it to another function without assigning it anywhere
[18:22:47] <afl_ext> raymarchTerrain(getSampler())
[18:23:11] <chrisf> ok..
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[19:43:32] <Yaniel> hi afl_ext
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[19:55:03] <afl_ext> Yaniel yo
[19:55:06] <afl_ext> long time no see
[19:55:52] <Yaniel> yeah, hadn't been on IRC for a while
[19:56:18] <afl_ext> yeaah i need to reboot now give me some minutes
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[19:57:20] <afl_ext> all right
[19:57:32] <afl_ext> i was busy quitting drugs and switching jobs
[19:57:53] <ratchetfreak> good luck with that
[19:58:08] <afl_ext> already done successfully!
[19:58:18] <Yaniel> that certainly sounds like something that'd keep anyone busy for a while
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[19:58:52] <ratchetfreak> s/good luck/congrats/
[19:58:58] <Yaniel> +1
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[19:59:46] <afl_ext> i was developing the vulkan engine still and reading books about nice game dev patterns, now im building a game that is set in cosmos
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[20:11:54] <Yaniel> so how're you doing nowadays?
[20:12:05] <Yaniel> last time you were doing some "boring" php stuff IIRC
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[20:12:11] <Yaniel> (at work)
[20:12:21] <afl_ext> a bit more exciting boring php stuff :)
[20:12:46] <afl_ext> at least they use some nice technology like frameworks and docker, not legacy spaghetti
[20:13:24] <afl_ext> but im yet to see if i will do good, im now on 3 months testing period, after that they will decide, its always like that in every work
[20:14:34] <afl_ext> my productivity afterwork is very low because of constant sadness and being tired after work but im trying to at least do something every day
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[20:17:19] <afl_ext> Yaniel what about you
[20:18:35] <Yaniel> recovering from doing too much for the past two years and preparing to spend a year on the opposite side of the globe
[20:18:44] <afl_ext> yayyyy
[20:18:45] <afl_ext> where?
[20:19:38] <Yaniel> .jp
[20:19:53] <afl_ext> fascinating
[20:20:03] <Yaniel> yup
[20:20:14] <afl_ext> that will be long vacation or work there?
[20:20:21] <Yaniel> exchange studies
[20:20:30] <afl_ext> nice
[20:20:33] <afl_ext> so neither really
[20:20:45] <Yaniel> I'd planned it for years
[20:21:13] <afl_ext> will you get there before spring to take some nice photos of bloosoming flowers everywhere?
[20:21:15] <Yaniel> pretty much the last chance now since I'll probably graduate before the year ends when I get back :D
[20:22:06] <Yaniel> I should get there just around that time yes
[20:22:13] <Yaniel> actually slightly earlier
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   January 31, 2018  
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