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Questions tagged [vulkan]

Vulkan is a low-overhead, cross-platform graphics API from the Khronos Group.

vulkan
0 votes
0 answers
12 views

How to layout vertex data for efficient usage in a compute shader

I want to write a small toy path tracer and I wondered what is the most performant/efficient way to layout the vertex data, I want positions, normals and tex coordinates, is it better to reduce memory ...
julcs's user avatar
  • 33
2 votes
1 answer
52 views

How do I correctly clone and set up VulkanMemoryAllocator for a C++ Vulkan project

I am in the process of learning to implement and use the Vulkan API for graphics programming. I am using a Dell computer with an Arch Linux OS and a g++ version 14.1.1 C++ compiler. I am going ...
Jon's user avatar
  • 1,753
-4 votes
0 answers
66 views

C++ executable runs correctly in Visual Studio 22 but bugs when launched manually [closed]

I'm trying to debug a C++/vulkan program using renderdoc. The code is ensentially the one provided by this tutorial after episode 5: https://www.youtube.com/watch?v=lr93-_cC8v4&list=...
The_Docc's user avatar
1 vote
1 answer
53 views

Vulkan command execution seems to only finish when corresponding fence object is checked

In my application Vulkan validation layers complained that fences and semaphores could not be destroyed, as they were still in use. The message was "somewhat weird" as it claimed e.g. ...
Gregor Grunz's user avatar
2 votes
0 answers
51 views

Vulkan - VK_ERROR_INCOMPATIBLE_DRIVER error in Apple M2

With this code: #include <vulkan/vulkan.h> #include <iostream> #include <stdexcept> #include <cstdlib> #include <vector> class HelloTriangleApplication { public: ...
Caner - sagopanin sag kolu's user avatar
0 votes
1 answer
25 views

Multiple Buffers In One Device Memory

I would like to combine my several buffers into a single device memory. If their alignment requirements are different, how should I treat when allocating and mapping memory. Should I calculate ...
yigitEmre's user avatar
0 votes
0 answers
58 views

Getting VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR working on Windows

I found a post asking about the same question: Vulkan and transparent windows However, the person asking the question wasn't checking whether VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR was supported. I ...
user18490's user avatar
  • 3,704
0 votes
1 answer
64 views

How to Pass Previous Frame as Sampler2D to Fragment Shader in Vulkan?

I am currently developing a Vulkan project and I am facing an issue that I cannot resolve. I need to pass the image of the previous frame as a sampler2D to the fragment shader. I have followed the ...
Nabucodonosor's user avatar
0 votes
0 answers
27 views

Translated meshes appear tilted towards camera

I'm using Vulkan APIs to render meshes with the standard projection-view-model matrix approach. However, when translating objects, they appear tilted and distorted, always facing the camera. I don't ...
popsicle's user avatar
0 votes
0 answers
30 views

Sync issue for gl_InstanceIndex between vertex and fragment shader

I'm trying to implement this OpenGL text-rendering tutorial in Vulkan: https://learnopengl.com/In-Practice/Text-Rendering and the improvements in this video: https://www.youtube.com/watch?v=...
rgos's user avatar
  • 89
1 vote
1 answer
57 views

Excluding Vulkan validation library from Android debug build that uses Flutter

We've recently upgraded to Flutter 3.22.1 and I noticed that our debug build apks have increased by over 240M. There is a shared library in the apk called: libVkLayer_khronos_validation.so This ...
Gary Bak's user avatar
  • 4,798
0 votes
2 answers
88 views

Vulkan validation error: "Semaphore must not have any pending operations." from vkAcquireNextImageKHR

I recently forked an old Vulkan project of mine, written in Java with LWJGL. While I was testing it to start modifying it I noticed the following validation error, generated on each frame: [Renderer] ...
Francesco Sollazzi's user avatar
1 vote
0 answers
21 views

How can I get a ‘dispatch id’ in task shader called by vkCmdDrawMeshTasksIndirectEXT?

I fill VkDrawMeshTasksIndirectCommandEXT in one compute shader, then invoke once vkCmdDrawMeshTasksIndirectEXT to draw every thing. The problem is that I don't know which instance, which meshlet I am ...
qiuuuuu's user avatar
  • 11
0 votes
0 answers
44 views

Depth image(pyramid) transition syncronization issues

Following the Vulkan guide(https://vkguide.dev/docs/gpudriven/compute_culling/) (extra-engine branch), and having problems with depth pyramid image transition. Vulkan gives this error \>VkImage ...
Ciborg's user avatar
  • 25
0 votes
0 answers
43 views

Vulkan output "magically" sticking to output window for vk::Format::eA2B10G10R10UnormPack32

Doing my very first steps with Vulkan (basically following the steps in https://vulkan-tutorial.com/ to render the "magic" color triangle everybody starts with) I managed to do the needed ...
Gregor Grunz's user avatar

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