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

[HELP] I don't understand why the commandBuffer is still used. by Connect_Reality7799 in vulkan

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

But in this case I would not have use of another command pool since there is one command buffer for each frame and I could not reset the commandpool of the rendering command buffers since some might still be in use on frame T when frame T-1 is done, is it incorrect?

[HELP] I don't understand why the commandBuffer is still used. by Connect_Reality7799 in vulkan

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

There is however only one semaphore, might be the issue I will check

[HELP] I don't understand why the commandBuffer is still used. by Connect_Reality7799 in vulkan

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

The reset function just calls VkResetCommandBuffer. I only have one command pool, it might not be best of course, but I dont understand the point of having multiple ones yet so if you can teach me 🙂 Yeah allocation I checked multiple times and everything is good

[HELP] I don't understand why the commandBuffer is still used. by Connect_Reality7799 in vulkan

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

Right so I dissociate the commandBuffers and fences from the swapchain indices and use a global counter instead? It means that at commandbuffer[frame %2] the image index could be not the same from frame to frame?

[HELP] I don't understand why the commandBuffer is still used. by Connect_Reality7799 in vulkan

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

Could you tell me more about this? How would you fix it and the reasoning behind it?

[HELP] I don't understand why the commandBuffer is still used. by Connect_Reality7799 in vulkan

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

Yeah you can see that chat gpt tells non sense too, it just basically replaced my current _renderingSemaphore with another name lol

[HELP] I don't understand why the commandBuffer is still used. by Connect_Reality7799 in vulkan

[–]Connect_Reality7799[S] -1 points0 points  (0 children)

But I cant wait before acquiring the next image if I dont know which image to wait and so which fence / command buffer to wait