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Vulkan shadertoy launcher
vulkan-shadertoy-launcher
Godot projects repository
godot-utils-and-other

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Hi there ๐Ÿ‘‹

Graphic programming, GLSL and Godot projects.

๐Ÿ“• Blog Posts

Contact - message me anywhere, I'll respond.

Or s48gs.w <at> gmail {dot} com

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vulkan-shadertoy-launcher's Issues

Crashes on window resize

Works fine until you try to resize the window.

$ ./VK_shadertoy_launcher 
Init XCB

Not enough queues in the presentable queue family 0, used only one queue.
Couldn't acquire image
../vk_utils/vk_render_helper.c:105: Surface is out of date (VkResult -1000001004)

Linux 64-bit, Mesa 20.0.7, RADV (same with LLVM and ACO backends).

TODO

My TODO for vulkan-shadertoy-launcher:

Small fixes:

  • fix iTime on pause - currently iTime adds +1 sec during pause because how timer implemented
  • make Resize similar to Shadertoy... maybe - on Shadertoy on resize new resized FBO can read previous non-resized FBO.
    In vulkan-shadertoy-launcher - on resize just reset all framebuffers to 0, I still think it is more valid and useful and if someone need to have non-resizeble FBO I have NO_RESIZE_BUF define in main.c, or for demo-apps control state like camera position etc on CPU side and send thru uniform or buffer.\

Implementing missing features:

  • Mipmaps for buffers support - I have no idea how to do proper/correct mipmaps using Vulkan 1.0 without extensions.
    As I know fastest way to do mipmaps in Vulkan is - using compute shader https://github.com/nvpro-samples/vk_compute_mipmaps it requires extension. (so I mean il implement it as option, to keep Vulkan 1.0 minimal rendering)

  • Video-texture support and cubemaps, and maybe 3d texture support. (video encoding? I dont want include 50Mb ffmpeg libraries)

  • Audio - its simple to generate audio texture Some details on Shadertoy FFT my Godot implementation
    But playing audio - for Windows can be used mmsystem, example implementation of mmsystem
    But for Linux OS - no idea how to make it simple and small without dependencies, including fmod explode bin-build by 500Kb when original size 50Kb... need look into finding solution for it

  • Fix discard in Image shader - maybe... required moving rendering of Image shader to its own framebuffer... I do not like creating not needed overhead, so maybe will be optional.

Additional features:

  • Wayland decoration support - read comments in wayland_utils.h
  • Support wlr-layer-shell #3
  • Add full Headless rendering - to render without starting desktop session
  • Export-render to video - frame perfect video recording, using ffmpeg. (maybe as external repository/project) (and tile rendering)
  • make config support - .cfg file where user set properties for each buffer

Investigation broken visual presentation on the screen when window size small

(just to track if it was my bug or GPU/drivers/Vulkan bug)

Bug - black lines (on Nvidia, on AMD just broken UV with random shifts):
(this is not Linux only, same behavior on Windows)
1

No Validation errors or warnings, window size set on startup not resized bugged from startup.

RenderDoc capture:
2

On renderdoc capture - captured frame is "fine" as you can see on preview, but visual presentation is broken in actual window.

This how it supposed to look:
3

Progress:
I have working code that does not have bug(that based on this my code), so now Im comparing code to see where is the source of bug.

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