d3d11-cursed

d3d11-cursed
69 Replies
Lyris the Kitori
d3d11-cursed
Lyris the Kitori
its almost running first try lmao the top parts a little fucked but its p good
TechPizza
TechPizza3y ago
👏
TechPizza
TechPizza3y ago
love to see it
No description
Lyris the Kitori
25 API High Miscellaneous 2360752066 Validation Error: [ VUID-vkCmdDrawIndexed-renderPass-02684 ] Object 0: handle = Render Pass 458, type = VK_OBJECT_TYPE_RENDER_PASS; Object 1: handle = Render Pass 408, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0x8cb637c2 | vkCmdDrawIndexed: RenderPasses incompatible between active render pass w/ VkRenderPass Render Pass 458 with a dependencyCount of 3 and pipeline state object w/ VkRenderPass Render Pass 408 with a dependencyCount of 1. The Vulkan spec states: The current render pass must be compatible with the renderPass member of the VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdDrawIndexed-renderPass-02684)
TechPizza
TechPizza3y ago
ah yes renderpasses my beloved but why in #d3d11-cursed
Lyris the Kitori
dxvk-native
TechPizza
TechPizza3y ago
dxvk moment
Lyris the Kitori
yea im p sure i am doing something spec related wrong
TechPizza
TechPizza3y ago
¯\_(ツ)_/¯
Lyris the Kitori
but renderdoc REALLY dislikes dxvk-native stuff crashes with vulkan device init failed constantly
TechPizza
TechPizza3y ago
maybe attach it after startup?
Lyris the Kitori
GitHub
Furball.Vixie/Direct3D11Renderer.cs at d4a6b021194d97425ff15b1b7412...
A Multi API Renderer specifically designed to be integrated into Furball, aswell as providing good Hardware support - Furball.Vixie/Direct3D11Renderer.cs at d4a6b021194d97425ff15b1b741287e15d6c342...
Lyris the Kitori
the problem is after the capture is already taken if i select any event, after a min or two of being frozen, renderdoc will pop up an error and die
TechPizza
TechPizza3y ago
oh alright then also shouldn't the nointerpolation in the shader be in the output struct, not the input struct?
Lyris the Kitori
oh probably fixing rn
TechPizza
TechPizza3y ago
1. please don't use Marshal.OffsetOf 2. don't you need semanticIndex: 1? the semantic name should probably always be without a number
Lyris the Kitori
why not?
TechPizza
TechPizza3y ago
because it's not a simple "the layout of this in memory" also i don't even think it's correct
Lyris the Kitori
i mean its worked fine so far
TechPizza
TechPizza3y ago
yeah just nitpickin it should be OffsetOf + sizeof(int) because you used a long for whatever reason
Lyris the Kitori
2 before 1 beacuse im a baller but yeah i already do + sizeof int bindless handles
TechPizza
TechPizza3y ago
ugh fine
Lyris the Kitori
i just add 1 and 2 together in the shader
TechPizza
TechPizza3y ago
yeah i remember that
Lyris the Kitori
i think i get what you mean here, lemme recompile the shaders rq and test (im manually compiling through FXC)
TechPizza
TechPizza3y ago
also Marshal.OffsetOf uses reflection so extra bleh
Lyris the Kitori
its only once at startup and it makes the code infinitely more readable so its a tradeoff, once nativeaot is in a better state ill be playing with reflectionless furball but currently imgui no worky on nativeaot segfault in cimgui
TechPizza
TechPizza3y ago
A semantic index is only needed in a case where there is more than one element with the same semantic
https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics hmm these docs are a bit confusing because a TEXCOORD can basically be anything yet they say float4 hlsl do be quirky
Lyris the Kitori
that much is true technological pizza man could you take a look at what i just pushed for d3d11? it seems that textures arent being applied properly and im not sure why, and since renderdoc shits itself for me i cant really check myself
TechPizza
TechPizza3y ago
alrighty then
Lyris the Kitori
i checked everything in c# land and it seems fine
TechPizza
TechPizza3y ago
thx dx, very cool
No description
Lyris the Kitori
whats the stack trace
TechPizza
TechPizza3y ago
No description
Lyris the Kitori
hmm pop a breakpoint down in that function, see the params in the desc
TechPizza
TechPizza3y ago
it works with desc.CPUAccessFlags |= CpuAccessFlags.Write; but then dies on the Map call
Lyris the Kitori
oops fuck ig vulkan doesnt have a problem if its not CPU writable :^)
TechPizza
TechPizza3y ago
¯\_(ツ)_/¯
Lyris the Kitori
weird that its failing to map given it is Dynamic
TechPizza
TechPizza3y ago
alright fixed MapMode.WriteDiscard 😎
Lyris the Kitori
ah yeah that probably is what i want anyway
TechPizza
TechPizza3y ago
aaand it's bed time, bye 👋
Lyris the Kitori
a cya i was able to get renderdoc working on my laptop terrifyingly: the texture is 2.8*10^-45 the last int doesnt seem to be being picked up as one of the vertex attributes hm
Lyris the Kitori
hmmmmm this is very odd i am in pain
TechPizza
TechPizza3y ago
@baebey how do i compile the hlsl
Lyris the Kitori
fxc.exe /Fo PixelShader.obj /T ps_5_0 /EPS_Main Shader.hlsl fxc.exe /Fo VertexShader.obj /T vs_5_0 /EVS_Main Shader.hlsl from the june 2010 dx sdk
TechPizza
TechPizza3y ago
you can also use InputElementDescription.AppendAligned to not need OffsetOf
Lyris the Kitori
oh neat
TechPizza
TechPizza3y ago
oh hey hlsl very quirky
Lyris the Kitori
oh no what now
TechPizza
TechPizza3y ago
uint InstanceTextureId2 : TEXID;
uint InstanceTextureId1 : TEXID1;
uint InstanceTextureId2 : TEXID;
uint InstanceTextureId1 : TEXID1;
works
Lyris the Kitori
o h
TechPizza
TechPizza3y ago
i also did nointerpolation uint TextureId : TEXID; (changed to uint)
TechPizza
TechPizza3y ago
also this warning
No description
TechPizza
TechPizza3y ago
there was also a warning for the shader using ints but code using R32_UInt
Lyris the Kitori
it is odd im getting that warning it seems to work though
TechPizza
TechPizza3y ago
code should still be "TEXID", semanticIndex: 1
Lyris the Kitori
oh ok
TechPizza
TechPizza3y ago
¯\_(ツ)_/¯
Lyris the Kitori
huh yeah that seems to have fixed it pog okay well now i have to test a texture overflow i need to draw >128 textures
TechPizza
TechPizza3y ago
i can't wait for my new spirv thing to fill most vertex layouts out for me 😩
Lyris the Kitori
creating 128 textures seems to still work pog with that: all 3 backends seem to have a fully functional renderer now, so now i can start moving all the other tests over to it then prob cleanup the code then create the PR oh wait no i still have to create a VAO less version for GL<3.0 pain and also have to figure out how to make ogl work consistently without the layout stuff
Error Message: 0(9) : error C5060: out can't be used with non-varying _Color
0(10) : error C5060: out can't be used with non-varying _TextureCoordinate
0(11) : warning C7022: unrecognized profile specifier "flat"
0(11) : error C0502: syntax error at token "flat"
0(11) : error C5060: out can't be used with non-varying _TextureId
Error Message: 0(9) : error C5060: out can't be used with non-varying _Color
0(10) : error C5060: out can't be used with non-varying _TextureCoordinate
0(11) : warning C7022: unrecognized profile specifier "flat"
0(11) : error C0502: syntax error at token "flat"
0(11) : error C5060: out can't be used with non-varying _TextureId
time to get it working with glsl 110 o wait i need to go to <#1010229292283728023> okay im getting a weird crash now for no reaosn when i end, draw, then begin a batch in the middle of a frame mainly for stuff like scissor somehow the buffers are just poofing out of existance they arent going into the queue i checked and i def dont static anything rn something about multiple renderers at once just this is NOT happy about i dont know why its hitting this assert with it being false https://github.com/Furball-Engine/Furball.Vixie/blob/8a5dbfd7d3b49532b59ea0286f3c331d0cf5e5ab/Furball.Vixie.Backends.Direct3D11/Direct3D11Renderer.cs#L179 it should be impossible this makes no sense PAIN i genuinely cannot figure out where these buffers are going unless actually wait unless a frame doesnt allocate ANYTHING thats when it might be null? i think i'm leaking memory my computer froze i think i'm leaking 20 buffers per frame hm yeah im leaking memory somewhere and i have NO idea where lmao
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