Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Geometry shaders? #55

Closed
rongcuid opened this issue Jan 4, 2023 · 1 comment
Closed

Geometry shaders? #55

rongcuid opened this issue Jan 4, 2023 · 1 comment

Comments

@rongcuid
Copy link

rongcuid commented Jan 4, 2023

After a system upgrade, the code I wrote no longer works. As this ticket from LunarG, geometry shaders have been removed:

https://vulkan.lunarg.com/issue/view/63b424725df11200d569af21

Does the deferred shader in this book really use geometry shader? I only remember using vertex and fragment shaders, and they are done in two passes.

@lwjglgamedev
Copy link
Owner

Hi,

Gemotry shaders are used to render shadow depth maps. Since we need to render the same set of objects for each splot, instead of submitting the drawing commands for each splt, we achieve that with a single command with a geometry shader.

In any case, geometry shaders have not been deprecated, you can check that they are suported in Vulkan latest specs: https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#shaders

What it seems from your ticekt is that they are not suported in MoltenVK. There is also an issue in the MoltenVK for this: KhronosGroup/MoltenVK#1524

You could change the code to either not using geometry shaders (but you should submit drawing commands for each split).

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants