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21
;) I will do it manually then.
Thanks for your help.
22
There's MemoryUtil.memReport but it has limitations: it only tracks allocations via MemoryUtil and Configuration.DEBUG_MEMORY_ALLOCATOR must be enabled. There's overhead, so it's not enabled by default. A custom solution would be better if you need memory tracking in release builds.
23
I'm developing a game and I planned to do some garbage collection when I am holding some size of memories with org.lwjgl.BufferUtils in total,like, 4G or so, then I can just find some latest unused textures and delete them.
So, I will be super happy if there be some way to get the total size of holding buffers which is allocated by org.lwjgl.BufferUtils. Or should I track it myself?
 ;)
24
Vulkan / Re: Which version of Vulkan is supported by the latest snapshot of LWJGL?
« Last post by KaiHH on December 29, 2018, 10:34:46 »
I've fixed and rebuilt the shaders which made the demos work again. When enabling validations, there are however some vkCmdPipelineBarrier() errors, which do not seem to have any effect on the rendering however.
25
Vulkan / Re: Which version of Vulkan is supported by the latest snapshot of LWJGL?
« Last post by Clancy on December 29, 2018, 01:21:53 »
Thanks, it's good to know it's not just me!

But when you say the demos may need to recompiled, what do you mean exactly?

Is someone going to do this recompilation or can I do this myself?
26
Vulkan / Re: Which version of Vulkan is supported by the latest snapshot of LWJGL?
« Last post by spasi on December 28, 2018, 23:34:48 »
I tried the demos earlier and could reproduce the crashes. Enabling the Vulkan SDK validation layers (with -Dvulkan.validation=true) seems to indicate an issue with the included SPIR-V modules. Asked httpdigest (the maintainer of lwjgl3-demos) and he mentioned that the shaders were compiled 3 years ago and a recompilation may resolve the issue.
27
Vulkan / Re: Which version of Vulkan is supported by the latest snapshot of LWJGL?
« Last post by Clancy on December 28, 2018, 20:24:22 »
Thanks.

My NVIDIA drivers are always kept up to date.

I also have several Vulkan samples (some written by NVIDIA themselves) and they all work with no errors or crashes.

Why would the NVIDIA driver crash (apparently) due to something with LWJGL?
28
Vulkan / Re: Which version of Vulkan is supported by the latest snapshot of LWJGL?
« Last post by spasi on December 28, 2018, 13:35:46 »
What hardware are you running the demos on? Are the Nvidia drivers up-to-date? Note that the Vulkan SDK version is not related to what the driver or hardware actually support.

In any case, it's crashing inside the Nvidia driver so I don't think this is an issue with LWJGL. You could try running a native Vulkan demo to verify.
29
ClosureError was removed before LWJGL 3.0.0 was released. That tutorial must be updated. For up-to-date example code, see the LWJGL samples or the LWJGL demos.
30
Vulkan / Re: Which version of Vulkan is supported by the latest snapshot of LWJGL?
« Last post by Clancy on December 28, 2018, 10:19:59 »
All the Vulkan demos fail in a manner like this using Vulkan 1.1.85.0:

#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000072697a36, pid=31280, tid=31140
#
# JRE version: Java(TM) SE Runtime Environment (10.0.1+10) (build 10.0.1+10)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (10.0.1+10, mixed mode, tiered, compressed oops, g1 gc, windows-amd64)
# Problematic frame:
# C  [nvoglv64.dll+0xb07a36]
#
# No core dump will be written. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# D:\Workspaces\LWJGL\hs_err_pid31280.log
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#

Process finished with exit code 1



The LWJGL error report is attached.

Any help would be appreciated!
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