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OpenGL & Vulkan

vkCreateGraphicsPipelines returns VK_ERROR_INITIALIZATION_FAILED

Hi All !

I use glslang tool for compilation GLSL/HLSL to SPIR-V.

We have two identical HLSL and GLSL vertex shaders. vkCreateGraphicsPipelines returns VK_ERROR_INITIALIZATION_FAILED, if I use SPIR-V code from HLSL, but if I use SPIR-V code from GLSL it works correctly.

Note: bug happens only AMD GPU! (AMD R7 240, AMD R7 350X) I use the last drivers 09.2018. On nVidia/Intel it works correctly.

HLSL Vertex Shader:

#ifndef NUM_BONES

#define NUM_BONES 47

#endif

#ifndef NUM_WEIGHT

#define NUM_WEIGHT 4

#endif

typedef int4 BlendIndicesType;

cbuffer : register(b0) {

     uniform row_major float4x4 ModelViewProjection;

     uniform row_major float4x4 MatTexture;

     uniform float4 LightDir;        //Light position in world space

     uniform row_major float3x4 bones[NUM_BONES];

};

struct VS {

     layout(location = 0) float4  Pos             : POSITION;

     layout(location = 1) float4  BlendWeights    : BLENDWEIGHT;

     layout(location = 7) BlendIndicesType  BlendIndices    : BLENDINDICES;

     layout(location = 2) float3  Normal          : NORMAL;

     layout(location = 😎 float2  Tex0            : TEXCOORD0;

};

struct PS {

     float4  Pos             : POSITION;

     layout(location = 0) float2 Tex0 : TEXCOORD0;

     layout(location = 1) float3 Normal : TEXCOORD1;

     layout(location = 2) float3 LightDir : TEXCOORD2;

     layout(location = 3) float4 shadowCrd: TEXCOORD3;

};

PS vsMain(in VS In)

{

     PS Out;

     float4 Pos = float4(0.0f, 0.0f, 0.0f, 1.0f);

     float3 Normal = float3(0.0f, 0.0f, 0.0f);

     for(int i = 0; i < NUM_WEIGHT; ++i) {

          const int boneIndex = In.BlendIndices;

          Pos.xyz += (mul(bones[boneIndex], In.Pos).xyz * In.BlendWeights);

          Normal.xyz += (mul((float3x3)bones[boneIndex], In.Normal) * In.BlendWeights);

     }

     Out.Pos = mul(In.Pos, ModelViewProjection);

     Out.Tex0 = In.Tex0;

     Out.shadowCrd = mul(Pos, MatTexture);

     Out.LightDir.xyz = -LightDir.xyz;

     return Out;

}

glsl Vertex Shader:

//

#version 450 core

#extension GL_ARB_separate_shader_objects : enable

#extension GL_ARB_shading_language_420pack : enable

#ifndef NUM_BONES

#define NUM_BONES 47

#endif

#ifndef NUM_WEIGHT

#define NUM_WEIGHT 4

#endif

layout (std140, binding = 0) uniform UBODecl {

     mat4 ModelViewProjection;

     vec4 LightDir;

     mat4 MatTexture;

     vec4 bones[3 * NUM_BONES];

} UBO;

layout(location = 0) in vec4 POSITION;         // position in projection space

layout(location = 2) in vec3 NORMAL;

layout(location = 😎 in vec2 TEXCOORD0;        // texture coordinate

layout(location = 1) in vec4 BLENDWEIGHT;

layout(location = 7) in ivec4  BLENDINDICES;

layout(location = 0) out vec2 Tex0;

layout(location = 1) out vec3 Normal;

layout(location = 2) out vec3 LightDir;

layout(location = 3) out vec4 shadowCrd;

void main()

{

     vec4 Pos = vec4(0.0, 0.0, 0.0, 1.0);

     vec4 position = vec4(POSITION.xyz, 1.0);

     Normal = vec3(0.0, 0.0, 0.0);

     ivec4 BoneIndices = ivec4(BLENDINDICES);

     vec4 BlendWeight = BLENDWEIGHT;

     for(int i = 0; i < NUM_WEIGHT; ++i) {

          int index = 3 * BoneIndices;

          float weight = BlendWeight;

          vec3 v;

          v.x = dot(UBO.bones[index + 0], position);

          v.y = dot(UBO.bones[index + 1], position);

          v.z = dot(UBO.bones[index + 2], position);

          Pos.xyz += (v.xyz * weight);

          v.x = dot(UBO.bones[index + 0].xyz, NORMAL);

          v.y = dot(UBO.bones[index + 1].xyz, NORMAL);

          v.z = dot(UBO.bones[index + 2].xyz, NORMAL);

          Normal.xyz += (v.xyz * weight);

     }

     gl_Position = UBO.ModelViewProjection * Pos;

     Tex0 = TEXCOORD0;

     shadowCrd = UBO.MatTexture * Pos;

     LightDir = -UBO.LightDir.xyz;

}

What do I do wrong ?

I can provide additional information.

I attached The simple project.

0 Likes
1 Solution

hi xhuang​, I have fixed hlsl shader, we need use SV_POSITION semantic insteaded of POSITION, now it works correctly:

struct VS {

     float4  Pos             : SV_POSITION;

   ....

};

struct PS {

     float4  Pos             : SV_POSITION;

};

View solution in original post

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3 Replies
xhuang
Staff

Hello, thanks for reporting this. I will triage the problem soon and get you back.

hi xhuang​, I have fixed hlsl shader, we need use SV_POSITION semantic insteaded of POSITION, now it works correctly:

struct VS {

     float4  Pos             : SV_POSITION;

   ....

};

struct PS {

     float4  Pos             : SV_POSITION;

};

0 Likes

That's great!

If you have any further questions/problems to discuss, please let me know, thanks.