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Nickelium avatar Nickelium commented on August 21, 2024 1

The VulkanLoader build issue was due to some local changes I had that changes the directory on opening the cmd.
With your change the issue is indeed gone

Thanks!

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miguel-petersen avatar miguel-petersen commented on August 21, 2024 1

Very glad to hear 🙂

Closing this issue as completed, in case something pops up feel free to re-open it or create a new one.

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miguel-petersen avatar miguel-petersen commented on August 21, 2024

Hi Nickelium,

It seems it's crashing on the Initialization feature setup. Thanks a lot for a repro case 🙂, I'll see to investigating your issue tomorrow.

With regards to the source build, do you have the .NET SDK installed? It is required to build the UI application, specifically Framework 4.8 (NET 5.0).

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miguel-petersen avatar miguel-petersen commented on August 21, 2024

I am unable to reproduce the crash locally.

I'll continue trying to reproduce under different conditions. Could you list your machine specifications? GPU, Driver, CPU, etc.

The quickest way forward is probably a source build. However, I'll also see to that we get a debug build out with symbols for cases like these.

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Nickelium avatar Nickelium commented on August 21, 2024

This is my .NET SDK version
Screenshot 2024-01-20 234221

My specs
CPU: Intel i7-6700K
GPU: Nvidia GTX 970
GPU driver: 537.34, 546.65 (latest as of now) happens on both

When running Reshape and before the crash, I get the following warning:
D3D12 WARNING: ID3D12ShaderBytecode::CreatePipelineState: Shader is corrupt or in an unrecognized format, or is not signed. Ensure that DXIL.dll is used to sign the shader. This shader and PSO containing it will not be validated. [ EXECUTION WARNING #1243: NON_RETAIL_SHADER_MODEL_WONT_VALIDATE]

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miguel-petersen avatar miguel-petersen commented on August 21, 2024

I so happen to have a GTX 970 laying around, I'll plug it in to see if I can reproduce it with that (assuming it still works).

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miguel-petersen avatar miguel-petersen commented on August 21, 2024

On the missing compiler, can you please launch your Visual Studio installer (2022) and make sure .NET desktop development is installed?

Additionally, could you please run "dotnet --info" in a local command prompt, and paste the output here?

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Nickelium avatar Nickelium commented on August 21, 2024

As you suspected, installing the whole .NET desktop development through the installer, fixed the build process issue.
Seems like installing .NET SDK separately was insufficient.
Output:
Screenshot 2024-01-21 105507

When running from source, I get to see the following:
Screenshot 2024-01-21 104726
Asserting on following line:
D3D12MA_ASSERT(0 && "Invalid pPoolDesc->HeapFlags passed to Allocator::CreatePool. Did you forget to handle ResourceHeapTier=1?");

Resource heap tier 1, is indeed what I get from querying device feature support

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miguel-petersen avatar miguel-petersen commented on August 21, 2024

I think I have an idea what's happening. On that particular crash I can work around the lack of tier 2/3 support, however, for descriptor heaps it's a little more complicated.

Reshape performs descriptor injection to the end of heaps for instrumentation purposes, it doesn't need much but some. For less than 1 million slot heaps that's just fine, however for heaps with that and beyond it requires tier 3 to exceed that limit. So if you're not on tier 3, Reshape wont function correctly with heaps that hit that limit. Something I should report (in-app) in a readable manner!

For the purposes of this issue, do you create any heaps with 1 million descriptors?

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miguel-petersen avatar miguel-petersen commented on August 21, 2024

@Nickelium With the above change (on the issue/47-resource-heap-tier-1 branch), I am able to instrument GPUOpen samples.

Would it be possible to build from source on your end, and see if it fixes your use case?

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Nickelium avatar Nickelium commented on August 21, 2024

I'm not creating many descriptors so that sounds fine

Will try it today or tomorrow and let you know!

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Nickelium avatar Nickelium commented on August 21, 2024

I didnt manage to build the branch as I get a linker error missing vulkan-1.lib. This is not related to this branch since I had same occurence on master except it was sufficient to launch the prebuild binary then attach the partial build from source to see the stacktrace.
Screenshot 2024-01-23 234703

The ThirdParty/VulkanLoader doesnt contain vulkan-1.lib after building that external project which I think should, but it uses a module definition file which I'm not familiar with.

Any idea?

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miguel-petersen avatar miguel-petersen commented on August 21, 2024

Yeah it should build the lib file, I haven't seen this issue before.

Would it be possible to build the loader separately and see what happens?
https://github.com/KhronosGroup/Vulkan-Loader

And, would it be possible to get more of the log, particularly around the Vulkan Loader above?

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