Closed K0bin closed 3 years ago
To enable this, we are exposing additional host-local memory types:
A memory type for buffers A memory type for color images of any format Separate memory types for depth/stencil images for each depth/stencil format in system memory
https://developer.nvidia.com/what%E2%80%99s-your-vulkan-memory-type
Looks like it's not quite that simple.
Is this actually fixing #8? I've tried your https://github.com/K0bin/grvk/tree/nv-image-hack branch and it runs on my RTX 2060 (poorly, but it runs at least)
EDIT: merging nv-image-hack
in master and it actually runs quit good:
===========================================================
Oxide Games
Star Swarm Stress Test - ©2013
C:\users\michael\Meine Dokumente\Star Swarm\Output_21_10_19_1807.txt
Version 1.10
10/19/2021 18:07
===========================================================
== Hardware Configuration =================================
GPU: NVIDIA GeForce RTX 2060
CPU: AuthenticAMD
AMD Ryzen 7 3700X 8-Core Processor
Physical Cores: 8
Logical Cores: 16
Physical Memory: 33603399680
Allocatable Memory: 140737488224255
===========================================================
== Configuration ==========================================
API: Mantle
Scenario: ScenarioFollow.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 0
Shading Samples: 8
Shade Quality: Mid
Deferred Contexts (D3D11): Disabled
Small Batch Optimized (Mantle): Enabled
Temporal AA Duration: 16
Temporal AA Time Slice: 8
Detailed Frame Info: Off
===========================================================
== Results ================================================
Test Duration: 58 Seconds
Total Frames: 4043
Average FPS: 68.84
Average Unit Count: 3583
Maximum Unit Count: 5344
Average Batches/MS: 172.60
Maximum Batches/MS: 677.77
Average Batch Count: 3020
Maximum Batch Count: 17156
===========================================================
I'm not that used to C, so there's probably a cleaner way to do this.
Also, I'd appreciate it, if you had any idea for a better name than
FilteredVkPhysicalDeviceMemoryProperties
. ._.