Open MuStaFen opened 16 hours ago
Amazing experience to run a self compiled 3D-game for the first time!!!
Settting PointLightShadowMapPipeline::shadowMapTextureSize{256.f} and CSMPipeline::shadowMapTextureSize{512.f} makes mtpgame run for me. (I'm running a GeForce GTX 1650 with 3935 MB VRAM.)
Thank you for your quick and helpful response!
Minor remaining issues are:
Validation Error: [ VUID-vkCmdBindPipeline-pipeline-06195 ] Object 0: handle = 0x6caffc00000000e3, name = mesh pipeline, type = VK_OBJECT_TYPE_PIPELINE; | MessageID = 0x6c16bfb4 | vkCmdBindPipeline(): Binding pipeline with VkPipelineRenderingCreateInfo::colorAttachmentCount 1, but previously bound pipeline VkPipelineRenderingCreateInfo::colorAttachmentCount was 0. The Vulkan spec states: If pipeline is a graphics pipeline, this command has been called inside a render pass instance started with vkCmdBeginRendering, and commands using the previously bound graphics pipeline have been recorded within the render pass instance, then the value of VkPipelineRenderingCreateInfo::colorAttachmentCount specified by this pipeline must match that set in the previous pipeline (https://vulkan.lunarg.com/doc/view/1.3.216.0/windows/1.3-extensions/vkspec.html#VUID-vkCmdBindPipeline-pipeline-06195)
and
Validation Error: [ VUID-vkCmdBindPipeline-pipeline-06195 ] Object 0: handle = 0x7fe62800000000ef, name = postFX pipeline, type = VK_OBJECT_TYPE_PIPELINE; | MessageID = 0x6c16bfb4 | vkCmdBindPipeline(): Binding pipeline with VkPipelineRenderingCreateInfo::colorAttachmentCount 1, but previously bound pipeline VkPipelineRenderingCreateInfo::colorAttachmentCount was 0. The Vulkan spec states: If pipeline is a graphics pipeline, this command has been called inside a render pass instance started with vkCmdBeginRendering, and commands using the previously bound graphics pipeline have been recorded within the render pass instance, then the value of VkPipelineRenderingCreateInfo::colorAttachmentCount specified by this pipeline must match that set in the previous pipeline (https://vulkan.lunarg.com/doc/view/1.3.216.0/windows/1.3-extensions/vkspec.html#VUID-vkCmdBindPipeline-pipeline-06195) frame drop, time: 0.1697
1st: Thanks for allowing us to use your well structured project!
I managed to build the project using windows 10 with msys2/mingw64 (g++ version 14.2.0) but did change it slightly in order to use SLD3 due to some redefinition issues.
But while your precompiled demo is running well on my machine i'm getting VK_ERROR_OUT_OF_DEVICE_MEMORY from GfxDevice::createImageRaw vmaCreateImage(allocator, &imgInfo, &allocInfo, &image.image, &image.allocation, nullptr));
This is happening at the 18th call of GfxDevice::createImageRaw (in this case called from PointLightShadowMapPipeline::init at shadowMaps[8] while MAX_POINT_LIGHTS == 16).
I would be really grateful for any hints helping me to solve this problem, since i've chosen your project as starting point for learning vulkan.
kind regards Steffen