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ISF example crashes #682
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mitchmindtree
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Dec 4, 2020
Thanks to @KeyboardSounds for mentioning the state of the nannou_isf crate in nannou-org#682 - I was reminded that I have a branch lying around which made a bit more progress! The `isf_demo.rs` example now provides a small GUI window with a list of shader paths read from the `assets/isf` directory. You can select between them to load an ISF pipeline for that shader. Once selected, the GUI should show whether the ISF descriptor, fragment and vertex shaders were parsed successfully. If everything was parsed successfully, a new ISF pipeline is loaded for the selected ISF shader. From this point, you should be able to edit the selected shader and have it automatically hotload the result when you save the file from your editor. Currently, the `assets/isf` directory contains a bunch of test shaders provided by the vidvox crew along with the original implementation. I'm not sure exactly what each should look like yet. Most fail to load still, though I don't quite remember how much of this is due to certain parts still being unimplemented in `nannou_isf`, and which parts are bugs in wgpu 0.5 (more likely the former!). There's a lot that goes on in the ISF pipeline, and little testing has been done so far, so I'm glad it's working as well as it does currently. I won't get a chance to dive much deeper for another month or two, but if you're interested in contributing to `nannou_isf`, doing some investigating into this could be a really nice way to do so while learning how wgpu works! It may be worth landing nannou-org#665 first as wgpu 0.6 has quite a bit more validation and error checking going on which could be useful to debug crashes that otherwise might be quite confusing in 0.5.
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Hey thanks for the report! I've opened up a PR at #684 - hopefully it helps to clarify the state of things a little, and at least lets you get the example to a running state! Hopefully the PR gives a rough idea of how we can make some progress too. If you are interested in hacking on this and have any Qs feel free to ask. |
mitchmindtree
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Apr 17, 2021
Thanks to @KeyboardSounds for mentioning the state of the nannou_isf crate in nannou-org#682 - I was reminded that I have a branch lying around which made a bit more progress! The `isf_demo.rs` example now provides a small GUI window with a list of shader paths read from the `assets/isf` directory. You can select between them to load an ISF pipeline for that shader. Once selected, the GUI should show whether the ISF descriptor, fragment and vertex shaders were parsed successfully. If everything was parsed successfully, a new ISF pipeline is loaded for the selected ISF shader. From this point, you should be able to edit the selected shader and have it automatically hotload the result when you save the file from your editor. Currently, the `assets/isf` directory contains a bunch of test shaders provided by the vidvox crew along with the original implementation. I'm not sure exactly what each should look like yet. Most fail to load still, though I don't quite remember how much of this is due to certain parts still being unimplemented in `nannou_isf`, and which parts are bugs in wgpu 0.5 (more likely the former!). There's a lot that goes on in the ISF pipeline, and little testing has been done so far, so I'm glad it's working as well as it does currently. I won't get a chance to dive much deeper for another month or two, but if you're interested in contributing to `nannou_isf`, doing some investigating into this could be a really nice way to do so while learning how wgpu works! It may be worth landing nannou-org#665 first as wgpu 0.6 has quite a bit more validation and error checking going on which could be useful to debug crashes that otherwise might be quite confusing in 0.5.
mitchmindtree
added a commit
to mitchmindtree/nannou
that referenced
this issue
Apr 17, 2021
Thanks to @KeyboardSounds for mentioning the state of the nannou_isf crate in nannou-org#682 - I was reminded that I have a branch lying around which made a bit more progress! The `isf_demo.rs` example now provides a small GUI window with a list of shader paths read from the `assets/isf` directory. You can select between them to load an ISF pipeline for that shader. Once selected, the GUI should show whether the ISF descriptor, fragment and vertex shaders were parsed successfully. If everything was parsed successfully, a new ISF pipeline is loaded for the selected ISF shader. From this point, you should be able to edit the selected shader and have it automatically hotload the result when you save the file from your editor. Currently, the `assets/isf` directory contains a bunch of test shaders provided by the vidvox crew along with the original implementation. I'm not sure exactly what each should look like yet. Most fail to load still, though I don't quite remember how much of this is due to certain parts still being unimplemented in `nannou_isf`, and which parts are bugs in wgpu 0.5 (more likely the former!). There's a lot that goes on in the ISF pipeline, and little testing has been done so far, so I'm glad it's working as well as it does currently. I won't get a chance to dive much deeper for another month or two, but if you're interested in contributing to `nannou_isf`, doing some investigating into this could be a really nice way to do so while learning how wgpu works! It may be worth landing nannou-org#665 first as wgpu 0.6 has quite a bit more validation and error checking going on which could be useful to debug crashes that otherwise might be quite confusing in 0.5.
mitchmindtree
added a commit
to mitchmindtree/nannou
that referenced
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Jun 8, 2021
Thanks to @KeyboardSounds for mentioning the state of the nannou_isf crate in nannou-org#682 - I was reminded that I have a branch lying around which made a bit more progress! The `isf_demo.rs` example now provides a small GUI window with a list of shader paths read from the `assets/isf` directory. You can select between them to load an ISF pipeline for that shader. Once selected, the GUI should show whether the ISF descriptor, fragment and vertex shaders were parsed successfully. If everything was parsed successfully, a new ISF pipeline is loaded for the selected ISF shader. From this point, you should be able to edit the selected shader and have it automatically hotload the result when you save the file from your editor. Currently, the `assets/isf` directory contains a bunch of test shaders provided by the vidvox crew along with the original implementation. I'm not sure exactly what each should look like yet. Most fail to load still, though I don't quite remember how much of this is due to certain parts still being unimplemented in `nannou_isf`, and which parts are bugs in wgpu 0.5 (more likely the former!). There's a lot that goes on in the ISF pipeline, and little testing has been done so far, so I'm glad it's working as well as it does currently. I won't get a chance to dive much deeper for another month or two, but if you're interested in contributing to `nannou_isf`, doing some investigating into this could be a really nice way to do so while learning how wgpu works! It may be worth landing nannou-org#665 first as wgpu 0.6 has quite a bit more validation and error checking going on which could be useful to debug crashes that otherwise might be quite confusing in 0.5.
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Platform: Windows 10
Rust: rustc 1.49.0-nightly (ffa2e7ae8 2020-10-24), MSVC
Backend: Vulkan on Nvidia/Intel on DirectX
I tried to run the ISF example (copy-pasted into a new project) and I get the following error:
If I switch to my integrated intel GPU, then I get a different but similar error (presumably because I'm using a different backend). Let me know if you want more debug info. I know that ISF support is still experimental, but I'd love to be able to get this up and running if possible 😄!
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