gpuinfo.org | Source for the GPU hardware databases launch page | GPU library
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Source for the GPU hardware databases launch page over at
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QUESTION
Creating swapchain images with wrong format result this obviously:
...ANSWER
Answered 2021-May-31 at 17:26VkImageFormatListCreateInfo Provided by VK_VERSION_1_2
You linked to the Vulkan 1.2 specification. So of course it cites itself. The extension in question is a core part of 1.2, as is VkImageFormatListCreateInfo
.
The actual extension cites another extension:
Requires VK_KHR_image_format_list
Which defines the VkImageFormatListCreateInfoKHR
structure used by the swapchain format extension. This structure is of course equivalent to the core 1.2 structure VkImageFormatListCreateInfo
, since "image_format_list" was promoted to core in Vulkan 1.2.
QUESTION
So I wanted to modify the VrCuvbeWorld_Vulkan sample provided on the facebook website: https://developer.oculus.com/documentation/native/android/mobile-vrapi/ to add a geometry shader for the Oculus Quest 2. However when I tried to enable the multiviewGeometryShader feature, I was granted by a VK_ERROR_FEATURE_NOT_PRESENT error. And on http://vulkan.gpuinfo.org/displayreport.php?id=10024#features_extensions the feature is said to not be supported.
I just need a geometry shader to calculate a value for each triangle. What would be a viable alternative? On http://vulkan.gpuinfo.org they say that the geometryShader feature is supported. Therefore, is rendering eye by eye without the multiview extension a possible solution ?
...ANSWER
Answered 2021-Apr-19 at 08:32If a device supports geometry shaders and also VK_KHR_multiview
, that doesn't mean that both can be used in conjunction. That only works if the multiviewGeometryShader
property is true
. When we looked at this in detail last year, we couldn't find any device (besides some NVIDIA Quardo, I think) that supported multiview with geometry or tessellation shaders.
That means that you'll not be able to use geometry shaders with the VK_KHR_multiview
extension for now. A good alternative could be to use geometry shader instancing and use the geometry shader instance's invocation id to direct rendering into different layers:
QUESTION
I have an AMD Radeon RX 480, and I wrote a fragment shader (GLSL 4.6) that makes use of the GL_ARB_gpu_shader_fp64 extension;
According to the Database, my GPU should support the GL_ARB_gpu_shader_fp64 extension, but when I compile the shader with the glslangValidator.exe, I get:
'#extension' : extension not supported: GL_ARB_gpu_shader_fp64
Same thing happens to my other pc, that has an Intel Graphics HD 620 (That supports that extension, too).
Can someone explain me what's happening?
...ANSWER
Answered 2019-Dec-26 at 16:06When compiling GLSL using glslang into SPIR-V of any form, the available set of extensions does not care about the nature of the platform you are compiling on. After all, the whole point of an intermediate language is to be able to pre-compile your shader on one platform, then ship it in compiled form to the place where the user will execute it. That is when any extensions will be checked against the available set of extensions for that platform.
So basically, glslang assumes any extensions which could be valid for the target language are valid.
However, when compiling GLSL into SPIR-V for Vulkan consumption, the set of extensions that glslang is aware of are those extensions which are appropriate for Vulkan consumption. These extensions can be found in this GLSL Github repo. This set of extensions is specific to Vulkan.
QUESTION
My home computer is a late 2012 Mac Mini, it has a 3rd gen Intel IvyBridge processor (mobile model for some reason only Apple knows).
The "vulkaninfo.app" from the LunarG SDK reports 4 queue families on the integrated GPU, but public information shows that it should only have 1 one it. What's happening?
...ANSWER
Answered 2019-Jul-21 at 12:37In macOS, there's no queue count or queue family count in Metal Devices (as of July 2019), so one could create 1 or any number of queues and get full utilization of the device.
However, as noted in a GitHub issue, some programs with hardwired assumptions crashes when there's only 1 queue family, so they made MoltenVK report 4 queue families to fix it (see pull request 450).
QUESTION
I am currently building a game engine in C++ which uses vulkan for rendering. While implementing a terrain renderer I reached a hardware limit, the maxMemoryAllocationCount which limits the amount of allocated memory blocks. I checked https://vulkan.gpuinfo.org/ to see how high that value on different GPUs is. When looking at the "GeForce GTX 1080 Ti", the value is 4096 for windows but 4294967296 for arch/manjaro. Why is there a difference between those OSes, when this really should be a hardware limitation?
...ANSWER
Answered 2017-Nov-15 at 17:37Why "should" it be a hardware limitation?
With 4 exceptions, every Windows implementation is limited to 4096 allocations. And those exceptions are either open-source RADV hacked to run on Windows or early drivers that returned bogus values.
So clearly, Windows as an OS is imposing this limitation. After all, the OS owns the GPU and must be involved in any memory allocations.
It is the right of the OS to prevent a process from engaging in pathological behavior. Windows seems to think that making lots of GPU allocations is pathological, so the WDDM model imposes a low-but-reasonable limit on GPU allocations.
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