Closed jfroy closed 8 years ago
Define "doesn't run". Also I doubt the validation layer errors are the issue. Those are harmless on PC. Will fix them later.
SC(WARN): object: 0x0 type: 0 location: 1775 msgCode: 2: FS writes to output location 0 with no matching attachment
This is more likely the problem. Need to investigate, but I'm not able to debug until August.
I fixed most of the warnings having to do with missing barriers. Fairly trivial fixes in gl_texmgr.c. I'll cleanup and send a PR.
I'm looking at that last one from SC about missing the output attachment.
And by doesn't run, I meant the window is all black :p
So the issue was that GL_CreateRenderPasses is called before GL_CreateRenderTargets, which means vulkan_globals.swap_chain_format
is UNDEFINED at that point. It's going to be a bit more complex to fix that because GL_CreateRenderTargets can be called multiple times to reshape the output, but not too bad.
With the barrier fixes and the format fix, it seems to run fine.
Right. To be entirely correct need to re-create the render passes in this case (even though swap chain format should always be R8G8B8A8). Also make sure to call GL_WaitForDeviceIdle before that.
I would suggest just to check that the returned format is R8G8B8A8 and otherwise fail. Every driver supports that. Otherwise also need to recreate pipelines on swap chain change.
how can i start this game on linux? i see only win and macos launcher
@Fabry92 Makefile is in Quake/ and the launcher when is compiled you run by ./quakespasm (Not forget copy folder quake files )
@fabry92 Please stay on topic for this issue.
I am also getting a black screen after compiling it on Windows with Visual Studio 2015. I can hear the sounds and interact though. My card is an AMD Radeon R9 270X, with the 16.7.3 drivers.
Please try again with latest code.
Thanks Novum, will do soon. I haven't been able to get through my company's OSS release process yet, so I'm glad you just went ahead and did the fixes yourself :)
Closing this because I think it's fixed. Please let me know if it's not.
According to the validation layers, there are a bunch of missing image transitions, including the swapchain images. validation.txt