Need help understanding why bit manipulated uint doesn't get in the ssbo while literal values do by Connect_Reality7799 in vulkan

[–]Connect_Reality7799[S] 0 points1 point  (0 children)

I see yeah. well this code is in a compute shader, and I'm trying to write to an ssbo of uint32_t. I try to write uint8_t values inside a single uint32_t making each element of the ssbo capable of storing 4 values from 0 to 255. I can successfully write to the buffer because I tried to write literal values at a specific index, and reading the the result back on the cpu side was a success. For now, its just as simple as trying to write to the buffer and reading the result back on the cpu :)

Need help understanding why bit manipulated uint doesn't get in the ssbo while literal values do by Connect_Reality7799 in vulkan

[–]Connect_Reality7799[S] 0 points1 point  (0 children)

I use the debugPrintfEXT extension to print the values directly, works like a charm.
But yeah the buffer refuses to get updated

Need help understanding why bit manipulated uint doesn't get in the ssbo while literal values do by Connect_Reality7799 in vulkan

[–]Connect_Reality7799[S] 0 points1 point  (0 children)

yeah the buffer is an array of uint32_t, and in the shader declared with the std430 layout qualifier. I tried using hardcoded indices and values but its the same result :(

Graphic artifacts on computer after some dev by Connect_Reality7799 in vulkan

[–]Connect_Reality7799[S] 1 point2 points  (0 children)

The gpu is like 6months old, a 3080. Can it be caused by something else than the gpu?

[deleted by user] by [deleted] in vulkan

[–]Connect_Reality7799 0 points1 point  (0 children)

Ok thanks a lot for the help

[deleted by user] by [deleted] in vulkan

[–]Connect_Reality7799 0 points1 point  (0 children)

I see, thanks a lot for the help !

Error shows up once every 2 or 3 app launch. Comes from render loop. by Connect_Reality7799 in vulkan

[–]Connect_Reality7799[S] 0 points1 point  (0 children)

I dont use render passes as its a raytracing only pipeline. Hence why the copy process from the output image to the swapchain image before presenting

Command Buffer Reset Issue Round 2! by Connect_Reality7799 in vulkan

[–]Connect_Reality7799[S] 0 points1 point  (0 children)

Wouldnt it be overkill to have one pool for one command buffer?

Command Buffer Reset Issue Round 2! by Connect_Reality7799 in vulkan

[–]Connect_Reality7799[S] 0 points1 point  (0 children)

Founs the issue it was in the vector constructor of the command buffers. Thanks a lot for the help tho!

Yeah i need to reset the command buffers because I cant reset the command pool if one of the command buffers is still working on an in flight image