Labarriere Luc

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Labarriere Luc

Labarriere Luc

@LucLabarriere

PhD in Physical, theoretical and analytical chemistry

France Katılım Mart 2012
327 Takip Edilen153 Takipçiler
Labarriere Luc
Labarriere Luc@LucLabarriere·
@matiasgoldberg When upgrading my SDK I got a new error which I corrected by referencing semaphores using the acquired image index (and creating as many semaphores as I have swapchain images). Is this what you're talking about? I noticed the vulkan-tutorial seems wrong about this too
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Matías N. Goldberg
Matías N. Goldberg@matiasgoldberg·
The problem has to do with Semaphore reuse. We often recycle Semaphores after N frames (N = 2 or 3, usually). But Swapchains are not guaranteed to be released after that many frames; thus it's possible to signal an already signaled Semaph. Docs are here: #_problem_statement" target="_blank" rel="nofollow noopener">docs.vulkan.org/guide/latest/s…
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Matías N. Goldberg
Matías N. Goldberg@matiasgoldberg·
On Nov 2023 I informed NVIDIA, Microsoft and AMD something was wrong in Vulkan Presentation and that I could repro with enough persistence even on vkcube. SDK 1.4.313.0 proved me right and almost every Vulkan app is wrong. Finally the problem was found and I feel vindicated🧵
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Labarriere Luc
Labarriere Luc@LucLabarriere·
@okonomiyonda Use clangd, export compile_commands.json using something like bear -> you get a proper Lsp. You can setup lldb or gdb for debugging tools and for the build system, use Makefiles or CMake. Your experience will be 1000 times better than Visual Studio
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PERMANENTLY MOVED TO THE OTHER PLACE
last spring, I said that without VS2022 there was no good way to do C/C++ in Linux. Someone mentioned VSCode as a substitute, but after using it for a hour, it feels really amateurish, missing many features. Maybe I just suck at using it, but how is it missing such basic features
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Labarriere Luc
Labarriere Luc@LucLabarriere·
@SebAaltonen Thanks for this! Just added google-explicit-constructor as clang-tidy check to my projects
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
C++ strikes again... Our dynamic array has size_t constructor for creating empty array with N elements reserved. It wasn't explicit... These bugs found :D myArray != NULL -> creates a temp array with 0 elements func(true) -> func takes array, creates one with 1 element
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Elias Daler
Elias Daler@EliasDaler·
After hours of struggling with Dear ImGui and sRGB issues (even after writing my own backend!), I found the solution here: #L39" target="_blank" rel="nofollow noopener">github.com/DiligentGraphi… @diligentengine, thanks a lot for your findings!
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Labarriere Luc
Labarriere Luc@LucLabarriere·
@EliasDaler Yeah you're right... I feel like every ImGui + Vulkan examples I've seen are either messy or have colorspace issues
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Elias Daler
Elias Daler@EliasDaler·
@LucLabarriere Yeah, I thought about doing this, but I want to potentially want to draw any image/texture from my game and having them all with mutable format made me feel uneasy :S
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Labarriere Luc
Labarriere Luc@LucLabarriere·
@EliasDaler Oh yeah using texture IDs would be so cool! Do you use texture arrays in the shaders for this?
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Elias Daler
Elias Daler@EliasDaler·
@LucLabarriere I did this, but then you run into the problem of rendering _SRGB images via ImGui::Image which look wrong... Also you need to enable mutable swapchain format which kinda felt iffy to me. Plus, with the custom backend, I can now pass my bindless texture ids as ImTextureID :D
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Labarriere Luc
Labarriere Luc@LucLabarriere·
@EliasDaler e.g. Render the scene to sRGB fb, then create a UNORM image view of it to give it to ImGui which renders to a UNORM fb. Since you use a UNORM img view to sample from and that your output is UNORM, vulkan does not mess with your scene's colors
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Labarriere Luc
Labarriere Luc@LucLabarriere·
@EliasDaler I also had problems with colorspace and ImGui so here's my solution: trick Vulkan to apply gamma correction only when needed by using UNORM & sRGB image views based on whether you want the correction to apply or not.
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Elias Daler
Elias Daler@EliasDaler·
@LucLabarriere Thanks! Yes, it’s sRGB framebuffer with lighting being done in linear space.
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Elias Daler
Elias Daler@EliasDaler·
Everything is an entity now. Components are displayed in a pretty way and ImGuiTextFilter allows me to search entities by name. (Also I'm using enTT this time instead of my own ECS and it's pretty good!)
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Labarriere Luc
Labarriere Luc@LucLabarriere·
@endermanch I used it for an OpenGL project with the neovim editor. It was pretty solid with performances close to windows. I also used it during my PhD for a few months before switching to 100% linux when I realized I was exclusively using WSL rather than windows
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Enderman
Enderman@endermanch·
Can you name me a product or a service that's ridiculously impressive and well-made at the first glance, but when you actually start using it, it just folds onto itself and becomes unusable? I'll start. Windows Subsystem for Linux.
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High-Perf Graphics
High-Perf Graphics@HPG_Conf·
At the #HPG2022 in-person event, @BrianKaris presented his Journey to Nanite. He talked about the process of inventing the groundbreaking geometry engine in UE5, highlighting the perseverance, confidence, and fear that comes with research. Watch it here: youtube.com/watch?v=NRnj_l…
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Labarriere Luc
Labarriere Luc@LucLabarriere·
IMAMPC22 starting ! What a nice place for a conference
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Prague, Czech Republic 🇨🇿 English
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Université de Lille
Université de Lille@univ_lille·
L'édition 2022 de #ChallengeDoc #ULille est lancée ! Cette rencontre organisée depuis 2016 par le collège doctoral permet de mettre en relation structures et doctorant·e·s pour des projets de collaboration de courte durée ! En image, un projet mené avec @ArmeeszoneNord ⤵️
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