vulkan

vulkan extension : which are supported by whom?

折月煮酒 提交于 2021-02-20 11:12:28
问题 There is EXT , KHR or AMD or NV extensions. Maybe there are some others. I know that NV means Nvidia and that it nv extensions are unlikely supported by AMD. But what about khr ones or ext ones? Are they mandatory supported by everyone? 回答1: There's a website devoted to tracking this information. Maybe there are some others There are lots But what about khr ones or ext ones? Are they mandatory supported by everyone? KHR extensions are typically things that will be folded into the

vulkan extension : which are supported by whom?

梦想与她 提交于 2021-02-20 11:12:28
问题 There is EXT , KHR or AMD or NV extensions. Maybe there are some others. I know that NV means Nvidia and that it nv extensions are unlikely supported by AMD. But what about khr ones or ext ones? Are they mandatory supported by everyone? 回答1: There's a website devoted to tracking this information. Maybe there are some others There are lots But what about khr ones or ext ones? Are they mandatory supported by everyone? KHR extensions are typically things that will be folded into the

vulkan extension : which are supported by whom?

倾然丶 夕夏残阳落幕 提交于 2021-02-20 11:11:13
问题 There is EXT , KHR or AMD or NV extensions. Maybe there are some others. I know that NV means Nvidia and that it nv extensions are unlikely supported by AMD. But what about khr ones or ext ones? Are they mandatory supported by everyone? 回答1: There's a website devoted to tracking this information. Maybe there are some others There are lots But what about khr ones or ext ones? Are they mandatory supported by everyone? KHR extensions are typically things that will be folded into the

Vulkan(1)用apispec生成Vulkan库

假装没事ソ 提交于 2021-02-18 12:30:12
Vulkan(1)用apispec生成Vulkan库 我的Vulkan.net库已在( https://github.com/bitzhuwei/Vulkan.net )开源,欢迎交流。 apispec.html 在Vulkan SDK的安装文件夹里,有一个Documentation\ apispec.html 文件。这是一个由代码 生成 的对Vulkan API的说明。它包含了Vulkan API的枚举类型、结构体、函数声明以及这一切的详细 注释 。 由于它是自动生成的,所以其格式非常规则。只需将少数几处<br>改为<br />,几处<col .. >改为<col .. />,就可以直接用 XElement 来加载和解析它。 由于它包含了每个枚举类型及其成员的注释,包含了每个结构体及其成员的注释,包含了每个函数声明及其参数的注释,我就想,如果我能将它转换为C#代码,那会是多么美妙的一个Vulkan库啊! 我在网上找到的几个Vulkan库,基本上都没有什么注释,这让我使用起来很不方便,严重妨碍了学习速度。很多结构体的成员类型都是粗糙的 IntPtr ,而不是具体类型的指针,这也使得用起来很麻烦。 那么就动手做自己的Vulkan库吧! 分类 首先,要将巨大的apispec.html文件里的内容分为几个类别,即C宏定义、Command(函数声明)、Enum、Extension、Flag

realsense d435i問題太多了

做~自己de王妃 提交于 2021-02-15 05:58:15
Selecting Windows SDK version 10.0.17134.0 to target Windows 10.0.18362. Internet connection identified Info: REALSENSE_VERSION_STRING=2.29.0 Setting Windows configurations using RS2_USE_WMF_BACKEND GLFW 3.3 not found; using internal version Could NOT find Vulkan (missing: VULKAN_LIBRARY VULKAN_INCLUDE_DIR) Using Win32 for window creation Could NOT find apriltag (missing: APRILTAG_INC APRILTAG_LIB) Unable to find apriltag library, skipping pose-apriltag example Building with TM2 Download TM2 firmware 0;"returning early; file already exists with expected SHA1 hash" for target-0.1.0.279.mvcmd

Should I call `vkMapMemory` each time I write to a buffer?

自作多情 提交于 2021-02-11 13:36:12
问题 Are there any benefits to using a single vkMapMemory , a memset s for each write, and a single vkUnmapMemory as opposed to using a vkMapMemory , memset , and vkUnmapMemory for each write to a buffer? 回答1: Yes, it is beneficial to map only once. vkMapMemory likely needs to do some system calls, so it is not free. Authoritative quote, e.g. https://developer.samsung.com/game/usage#buffermanagement: Frequent Map/Unmap calls should be avoided. 来源: https://stackoverflow.com/questions/59118275

Missing vulkan symbols from standard linux vulkan library?

有些话、适合烂在心里 提交于 2021-02-10 06:35:27
问题 Some of the symbols declared in the vulkan headers ( /usr/include/vulkan/* ) are not defined in the vulkan library ( libvulkan.so.1.1.82 ). (I'm on Ubuntu 18.04 using the standard vulkan packages, libvulkan1 and libvulkan-dev ) For example: vkCreateInstance is declared in the vulkan headers, and defined in the vulkan library vkCmdBeginConditionalRenderingEXT is declared in the vulkan headers, but is not defined in the vulkan library. Why is that? $ cat > t.cc #include <vulkan/vulkan.h> int

Loading non-power-of-two textures in Vulkan

孤人 提交于 2021-02-09 11:47:37
问题 My 2D texture loader works fine if my texture dimensions are power-of-two, but when they are not, the texture data displays as skewed. How do I fix this? I assume the issue has something to do with memory alignment and row pitch. Here's relevant parts of my loader code: VkMemoryRequirements memReqs; vkGetImageMemoryRequirements( GfxDeviceGlobal::device, mappableImage, &memReqs ); VkMemoryAllocateInfo memAllocInfo = {}; memAllocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; memAllocInfo

Pipeline barriers between transfer write commands

风流意气都作罢 提交于 2021-02-08 04:49:06
问题 We have two transfer commands, vkCmdFillBuffer() followed by vkCmdCopyQueryPoolResults() . The transfer commands write to overlapping buffer ranges. Is a pipeline barrier needed between the commands in order to avoid write-after-write hazards? Does Vulkan provide any guarantee for commands executed in the same pipeline stage? 回答1: Of course, you virtually always have to synchronize in Vulkan. There are only very few places where Vulkan does implicit synchronization. You have the wrong

Pipeline barriers between transfer write commands

会有一股神秘感。 提交于 2021-02-08 04:48:39
问题 We have two transfer commands, vkCmdFillBuffer() followed by vkCmdCopyQueryPoolResults() . The transfer commands write to overlapping buffer ranges. Is a pipeline barrier needed between the commands in order to avoid write-after-write hazards? Does Vulkan provide any guarantee for commands executed in the same pipeline stage? 回答1: Of course, you virtually always have to synchronize in Vulkan. There are only very few places where Vulkan does implicit synchronization. You have the wrong