Open Ravbug opened 2 years ago
Hmm, so that shouldn't crash, but also, Vulkan and vulkan_enable2 should both be supported by steamvr.
An issue (number 1734) has been filed to correspond to this issue in the internal Khronos GitLab (Khronos members only: KHR:openxr/openxr#1734 ), to facilitate working group processes.
This GitHub issue will continue to be the main site of discussion.
Hi - Sorry for the delay, I just tried to repro this on dx11, vulkan and vulkan2 with the latest SteamvVR stable release and am not getting any crashes:
We do have performance validation warnings in vulkan if validation layers are enabled but this shouldn't affect rendering/functionality.
can you send a SteamVR system report?
As of today the DirectX12 backend is working and after manually telling CMake where Vulkan was installed (it was not picking that up automatically), the Vulkan backends also work, though they logged many peformance warnings:
[Warning] PERF: (COMMAND_BUFFER 0x1342964d480) [Validation] Validation Performance Warning: [ UNASSIGNED-CoreValidation-DrawState-InvalidImageLayout ] Object 0: handle = 0x1342964d480, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0x4dae5635 | vkCmdBlitImage: For optimal performance VkImage 0x359e9300000000cb[] layout should be VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL instead of GENERAL.
I haven't updated my copy of hello-xr since filing the original issue.
Here is my system report if it's still useful @1runeberg: steamvr_system_report.zip
As of today the DirectX12 backend is working and after manually telling CMake where Vulkan was installed (it was not picking that up automatically), the Vulkan backends also work, though they logged many peformance warnings:
[Warning] PERF: (COMMAND_BUFFER 0x1342964d480) [Validation] Validation Performance Warning: [ UNASSIGNED-CoreValidation-DrawState-InvalidImageLayout ] Object 0: handle = 0x1342964d480, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0x4dae5635 | vkCmdBlitImage: For optimal performance VkImage 0x359e9300000000cb[] layout should be VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL instead of GENERAL.
I haven't updated my copy of hello-xr since filing the original issue.
Here is my system report if it's still useful @1runeberg: steamvr_system_report.zip
Thanks for the update. We're aware of the warnings.
My understanding is that this is a deficiency in the way Vulkan shares images at the moment.
If the image is in VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, there's a likelihood that specialized memory layouts would be used and Vulkan currently doesn't have a way to properly communicate this between two apps. It depends on the driver and a number of other reasons whether the images ends up in an optimized layout or not.
We're working within the Vulkan working group to help address this. However, this shouldn't result in a significant perf loss.
I'm trying to use Hello-XR as an example for my own DirectX12 implementation for OpenXR, and when running the Hello-XR example on a Vive Pro with SteamVR, the sample crashes trying to render a frame.
Steps to reproduce:
mkdir build ; cd build ; cmake ..
-g D3D12
to Command ArgumentsStack trace at crash:
Output:
The DirectX11 and OpenGL backends appear to work correctly. I could not test Vulkan2, Vulkan, or OpenGLES because it reported those backends were not supported.
GPU: NVIDIA RTX 2070 Super with driver 512.59 OS: Windows 10 21H1 19043.1706