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Null VkPipeline returned by vkCreateGraphicsPipelines

maxime-modulopi
Beginner
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OS: Windows 11 64-bit

GPU: Arc A770

Driver: 32.0.101.6460

 

Problem:

I have a shader in two versions: one written in Slang, one written in GLSL.

I use slangc to compile the Slang shader and glslang to compile the GLSL shader to SPIR-V.

Both versions work on Nvidia hardware.

Both versions were succesfully validated with spirv-val.

 

When calling vkCreateGraphicsPipelines with the Slang shader, the return value is VK_SUCCESS but the value written to pPipelines[0] is VK_NULL_HANDLE, which is invalid.

The GLSL shader works as expected.

 

I have attached both versions of the compiled shader along with their source codes.

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JeanetteC_Intel
Moderator
640 Views

Hello maxime-modulopi,


Thank you for posting in Intel Communities.

 

I'll check on this internally and will post an update once it's available.

 

 

Best regards,

JeanetteC.

Intel® Customer Support Technician


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JeanetteC_Intel
Moderator
593 Views

Hello maxime-modulopi,

 

Good day.

 

I just need to ask if you are a developer and if you are working on software that utilizes Vulkan graphics API functions? If so, may I ask about the specific application or software you are developing so we can investigate this matter further.

 

I will wait for your reply.

 

 

Best regards,

JeanetteC.

Intel® Customer Support Technician


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maxime-modulopi
Beginner
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Hello JeanetteC,

 

I am writing a new rendering library on top of Vulkan to replace our old OpenGL renderer. I also wrote a handful of sample programs that use this new library to test its functionality.

Some of these samples use shaders, initially written in GLSL.

I am looking to replace all GLSL shaders with Slang shaders as it is a much better and modern language. As such, I recently wrote a Slang version of our samples shaders.

As of now, the Slang shaders neither work on AMD GPUs nor on Intel GPUs (GLSL shaders work everywhere).

I don't know whether the SPIR-V code generated by slangc is invalid (even though it passes spirv-val) or if the issue is on the driver side.

 

Since I didn't include them in the initial post, here is the exact commands used to compile the GLSL and Slang shaders:

glslang.exe -o shader.vert.spv --depfile shader.vert.d --auto-map-locations --target-env vulkan1.3 --quiet shader.vert

slangc.exe shader.slang -o shader.slang.spv -depfile shader.slang.d -fvk-use-scalar-layout -fvk-use-entrypoint-name -target spirv -profile glsl_460+spirv_1_6 -warnings-disable 39001 -O3 -g0

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JeanetteC_Intel
Moderator
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Hello maxime-modulopi,

 

Good day.

 

Thank you for sharing the additional information on this query. I'll proceed on checking internally and will post an update once it's available.

 

 

Best regards,

JeanetteC.

Intel® Customer Support Technician


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JeanetteC_Intel
Moderator
478 Views

Hello maxime-modulopi,


Please be advised that this type of bug report should go to the Intel Developer Forum. https://community.intel.com/t5/Developing-Games-on-Intel/bd-p/developing-games-graphics

One of our developers will provide assistance there.


I'll route this to the correct forum.



Sincerely,

JeanetteC.

Intel Customer Support Technician


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karen_intel
Moderator
355 Views

Hi @maxime-modulopi hello again!

I'll be assisting you on this one too

I'll run some tests in our systems and if I get any questions I'll get back to you

 

Karen

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