Open oscarbg opened 6 years ago
Thanks for testing. The limited number of sampler descriptors per heap is difficult to handle for D3D12 and it will probably be a roadblock for all/most commercial applications. I'm not really sure how to fix it, still hoping to find some 'loophole' inside the vulkan spec to implement descriptor heaps better. There certainly is the possibility of emulating command buffers and calculating the required numbers of descriptors at the end with corresponding copies but that's something I would like to avoid.
Perhaps something to be improved in some future D3D12 version/revision with new samplers per heap tiers with upgraded required minimums.. maybe you should post this issue you are facing on directxtech forums which Microsoft DirectX engineers monitor..
Kind of but still would need to support hardware with only a limited number of sampler (looking at nvidia). I personally prefer descriptor heaps (dx12) over descriptor pools (vulkan) as it reflects the hardware better afaik. I'm working on descriptor pool handling for samplers atm, it won't be optimal but that's not priority for now, but rather be target of extensions.
Fixed on latest master, vkQuake currently blocked on recording command buffers in parallel (software commands buffers in work) and missing dynamic descriptors.
Can run the menu at least (hearing some sound), but lacking input attachment support (among other stuff). So only a black screen for now
Hi @msiglreith, will try to reproduce your vkquake results soon.. just now I remembered that until last week commit (https://github.com/Novum/vkQuake/commit/77f3caf16d46736015ace94e85810c7d2ce8909b) vkquake was using triangle fans which is not supported by Direct3D12 (https://gamedev.stackexchange.com/questions/35547/why-are-triangle-fans-not-supported-in-direct3d-10-or-later) In fact I found this issue while trying to run under MoltenVK (aka Vulkan Macos driver) as seems also triangle fans aren't supported on Metal see: https://github.com/Novum/vkQuake/issues/132 can you confirm if in your testing from 3-4 days ago used Vkquake from master branch? if no could be good to try testing again.. perhaps now can progress further.. just a question do you plan to support (by emulation) triangle fans that are supported on Vulkan but not on D3D12? or like MoltenVK see as perhaps low priority..
unrelated but also note I tested last week UWP and is working well.. thanks.. also can you merge DXIL support in someway relatively soon? I don't want to work with my old branch..
thanks..
can you confirm if in your testing from 3-4 days ago used Vkquake from master branch?
yes, my local copy includes the fix. Currently trying to get any debugger working with this example.
just a question do you plan to support (by emulation) triangle fans that are supported on Vulkan but not on D3D12? or like MoltenVK see as perhaps low priority..
Not planned, doesn't seem very high priority to me. I don't think it's used very often.
unrelated but also note I tested last week UWP and is working well.. thanks..
thanks for testing!
also can you merge DXIL support in someway relatively soon? I don't want to work with my old branch..
Will try to look into it again, but can't promise anything atm /:
Hi just testing vkquake.. maybe interesting in the kind of errors it triggers..
I run and see:
but code really continues up to hitting an assert in this code and see( num was 2049) so made a dirty hack I replaced with allocator.alloc(num-1); and continues further see below: