Hello.
Was reading
https://developer.blender.org/docs/features/gpu/vulkan/descriptor_sets/
and was wondering how would the development cycle of descriptor buffers be given the lack of debugger support for the extension right now.
Or is it planned for the distant future ?
I recently did a small test with descriptor buffers and loved it “lightweight-ness” of it, but the frame debugger showed all the incorrect data even though the scene was setup / rendering correctly, which is very disconcerting.
How would this be tackled ?
Cheers
Blender uses descriptor sets and pools and doesn’t use descriptor buffers yet. I am still not sure we should use descriptor indexing and/or descriptor buffers. It depends on many factors, but mostly having time to come up with a good approach.
If debugging is an issue (not sure what you’re using) it should be reported to the debugger you’re using.
Hello.
thank you for your reply.
I am using Nsight graphics for debugging.
if you see the images, the offset(s) and range(s) for both the bindings are the same, basically they are 0 : sizeof(desc_buffer).
The bindings are for mat4 matrices with 64 byte range. which is incorrect, and hence incorrect values are displayed. but the app works are expected, which means the correct values are passed to the shaders.
For my simple case I looked into to data of the desc buffer, and uniform buffer and was looking to establish a relationship between the two. But this method is not scalable. I wanted to know how are other people are debugging this feature.
Cheers.
Thank you so much for the time you have spared for this.