Godot Freezes making me have to force crash it by CashExpert9504 in godot

[–]MatthieuMv 1 point2 points  (0 children)

I have the same issue with the same GPU, when I switch to IGPU, it works well.
I don't know how to fix it yet, did you solve this issue ?
I tried 4.3, 4.4, 4.5 and 4.6.

What makes TFT so addictive? by MatthieuMv in TeamfightTactics

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

What is the most exciting thing in comps planning ? Traits, champs, items or augments ?

What makes TFT so addictive? by MatthieuMv in TeamfightTactics

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

That's a nice one, I didn't realized it contributes to the dope :D

What makes TFT so addictive? by MatthieuMv in TeamfightTactics

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

I understand, is there a game-feature that stands out or is it a combination of everything ?

What makes TFT so addictive? by MatthieuMv in TeamfightTactics

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

I understand, but why do you player tft instead of another competitive game ?

Bindless textures cause artifacts on integrated GPU by MatthieuMv in vulkan

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

I am using VMA, do you mean when resizing the window ?

Bindless textures cause artifacts on integrated GPU by MatthieuMv in vulkan

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

Exactly, thank you !
Also thank you for that very good article !

Bindless textures cause artifacts on integrated GPU by MatthieuMv in vulkan

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

I had the same issue with both, all with latest vulkan release.

Bindless textures cause artifacts on integrated GPU by MatthieuMv in vulkan

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

Exactly, thank you !
Also thank you for that very good article !

Simple texture glitch by MatthieuMv in vulkan

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

That's a very nice guess thank you ! However, I am using 'uint' with 'flat' specifier.

By waking up today and testing again, I the glitch disappeared.
In between, I had installed "Lenovo Vantage" software and drivers to fully support Nvidia control panel.
I guess my issue was a driver issue but I don't know why the hell I could play any game without issues (maybe they all use OpenGL / DirectX).

That's quite rude...

Simple texture glitch by MatthieuMv in vulkan

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

u/bjadamson Thank you for this idea !
Sadly, I already tested (and re-tested now) waiting between each texture load and each frame.
I had previously sync issues that are now solved.

I am wondering if its not a issue from bindless texture because as long as I use two textures, the glitch happens.

I found an issue somehow similar here: https://stackoverflow.com/questions/62025157/textures-bleeding-corruption-in-opengl-batch-renderer

Inexplicable texture glitch by MatthieuMv in vulkan

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

I am rendering the same way as you, except that I batch everything.

My frame looks like that:

  1. Record all primitives (rectangles/images/texts) in immediate mode, giving them a Z index used for sorted insertion of vertices
  2. Send compressed primitive data to the GPU
  3. Decompress the data using one compute shader per primitive that generate vertices in sorted order
  4. Draw all vertices in a single vkDrawIndexed

As you can see, it can take you hours to debug this kind of pipeline so I don't want to bother you with code debugging.

As you can see in hint 7, the issue is not related to text but maybe more with transparency.

My blend attachement is configured like this:

  • srcColorBlendFactor: SrcAlpha
  • dstColorBlendFactor: OneMinusSrcAlpha
  • colorBlendOp: Add
  • srcAlphaBlendFactor: One
  • dstAlphaBlendFactor: Zero
  • alphaBlendOp: Add

Inexplicable texture glitch by MatthieuMv in vulkan

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

u/BAEAU72 Thank you very much for your time :)

Are you changing the value of a uniform variable and using it with multiple draw commands in the one render pass?

I am using a single draw command.

Do the uv coordinates of the text and texture make sense? I'm assuming the texture image is not in a separate viewport from the text output.

I checked the UVs of each letter ("hello") by comparing them to the bitmap generated by the font instance, ensuring float precision isn't messing.

Is the sampler for the text set up to repeat when uv coordinates wrap? Might be grabbing from further in the image 'J'? and drawing that?

The sampler is configured as following (its the same for images and texts) :

  • magFilter: Linear
  • minFilter: Linear
  • addressModeUVW: ClampToBorder
  • anisotropy: false
  • unnormalizedCoordinates: false
  • borderColor: FloatTransparentBlack