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[BUG] Rendering branch crashes in Vulkan #4
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Hi @PlasmaDev5, unless for the chromatic aberration pass it's really weird for me to see that all the other passes are broken on Vulkan, since I've only used the RHI to implement these passes... Maybe the use of compute shaders? Can you please show me the stacktrace? I'm not able to use the Vulkan renderer on my computer, the renderer is not able to initialize properly, but I can use Vulkan in games and other engines... I didn't had a look at the reason since it's still in development by the EZ team. For the Chromatic Aberration pass you should use it after the Tonemapping pass. I plan to update the Tonemapping pass to add more algorithms and also use a compute shader instead of a fragment shader. But for it to work now you can make a quick hack in the outputs[m_PinOutput.m_uiOutputIndex].SetAsRenderTarget(pColorInput->m_uiWidth, pColorInput->m_uiHeight, desc.m_Format); By: outputs[m_PinOutput.m_uiOutputIndex].SetAsRenderTarget(pColorInput->m_uiWidth, pColorInput->m_uiHeight, ezGALResourceFormat::RGBAHalf); The Post FX passes in our current render pipeline looks like this: |
Pulled latest, works in DX11. will give a breakdown of the vulkan issues in the coming days |
Automatically cleanup bindings on compute/rendering scope end. Also this can be a possible fix for Bloom pass on Vulkan as described in #4. Signed-off-by: Axel Nana <[email protected]>
Automatically cleanup bindings on compute/rendering scope end. Also this can be a possible fix for Bloom pass on Vulkan as described in #4. Signed-off-by: Axel Nana <[email protected]>
Bug description:
There are many crashes when using the next effects in vulkan. Here is a list
Screenshots:
Bloom crash on startup
Dev-branch commit hash:
All tested in rendering branch pre FXAA
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