2,529 questions
Score of -2
1 answer
65 views
Why doesn’t Vulkan support MIPI RAW10 image sampling, while OpenCL does with raw extensions? [closed]
I’m working on an image processing pipeline that ingests data in MIPI RAW10 packed format.
I noticed that in OpenCL, we have extensions cl_ext_image_raw10_raw12 to allow efficient processing. However, ...
Score of 2
0 answers
170 views
Vulkan dynamic rendering (vkCmdBeginRendering) hangs on Intel UHD when using a depth attachment and 1 or more color attachments
I'm building a render graph for an in-house Vulkan engine using dynamic rendering (Vulkan 1.3, dynamicRendering + synchronization2), on Win32. I've hit a case where a single vkCmdBeginRendering pass ...
Score of 0
1 answer
75 views
vkAcquireNextImageKHR doesn't appear to wait for vkQueuePresentKHR or vkQueuePresentKHR i the Vulkan Tutorial Code
For simplicity assume that we just have one framebuffer. The main loop according to the Vulkan Tutorial look like this:
while(...){
vkAcquireNextImageKHR(...); //signal Sema1
vkQueueSubmit(...); ...
Score of 0
1 answer
77 views
Vulkan compute write variable-length output
How can I do computation with variable length output in Vulkan?
Lets say the input is an array of structs, with each one giving the input of a single compute kernel invocation. Now, depending on the ...
Score of 0
1 answer
52 views
What is the purpose of VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT?
VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT specifies read access to a color attachment, such as via blending (other than advanced blend operations), logic operations or certain render pass load operations ...
Score of -1
1 answer
88 views
Are device extensions removed when drivers are updated and an extension becomes core?
A lot of people say you can't rely on an extension being available in the device's extensions list once it becomes core. So to give an example:
VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME
This was ...
Score of 0
1 answer
93 views
How should I manage resources used in multiple queue families?
I've been using Vulkan for about 7 months now and I've decided to start building a render graph. I was working on barrier generation when I realized I knew nothing about cross queue transfers and ...
Score of 0
2 answers
246 views
Whats a good choice as graphics API for small programs for different systems?
For a long time I wanted to create little programs like drawing a fractal utilizing a GPU instead of CPU. I would like to share those programs with friends and family. So while I am using Linux, some ...
Score of 0
5 answers
268 views
Game engine architecture
I am working on a graphics engine and I am somewhat unsure about the communication between my base API and the engine. I have two folders that encapsulate the Engine side and the API side. One folder ...
Score of -11
2 answers
233 views
How does one initialize the bizarre Vulkan "const char* const* ppEnabledLayerNames;" inside VkInstanceCreateInfo using C [closed]
Vulkan offers lots of improvements to OpenGL but it also has some weird shoe-horning of C++ style code into C. The most egregious is the VkInstanceCreateInfo struct member ppEnabledLayerNames which is ...
Score of 0
2 answers
92 views
Is optimization done at graphics pipeline creation time between stages?
The reason I'm asking this question is because I have cases in a vertex shader where I have:
layout (location = 0) out float3 outEyeSpacePosition;
layout (location = 1) out float2 out_tex_coords;
And ...
Score of 1
1 answer
386 views
Are Vulkan validation layers injected even if they're not enabled on the Vulkan instance?
I discovered something rather surprising to me regarding the Vulkan validation layer that's used for error reporting and debugging. Usually in a debug build I will set the ...
Score of 0
1 answer
96 views
Do I need to do one barrier in each queue even if I'm using VK_SHARE_MODE_CONCURRENT?
Let's say we have one queue for transfer (A), and another queue for graphics (B).
Let's say we have a resource, for example a vertex buffer, and we initialize it by transfering data to it using queue ...
Score of 0
6 answers
291 views
The feasibility of creating a small-scope 3D multiplayer game using C and Vulkan
I come seeking advice.
I'm attempting to make a game with C and Vulkan (no engine). It will be low scope. It has a low-mid poly aesthetic, fairly involved mechanics, and will be multiplayer, ...
Score of 2
0 answers
230 views
vkCreateDevice fails when linking address sanitizer with Clang
If in my CMake I add:
add_link_options(
-fsanitize=address)
When I do:
vkCreateDevice
In my C++ code, it fails, and I get the errors:
[APPLICATION][INFO] Vulkan ...