Comments on: Why Is My Pipeline Null?!?? https:/2020/04/why-is-my-pipeline-null/ Developer resources for the X-Plane flight simulator Thu, 16 Apr 2020 23:17:30 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Scott Menard https:/2020/04/why-is-my-pipeline-null/#comment-36347 Thu, 16 Apr 2020 23:17:30 +0000 http://developer.x-plane.com/?p=39855#comment-36347 Ben,
I opened the .acf file of the Falcon7X from the org in Plane Maker and when I hit the Space Bar to open it in WireFrame I get this dbx “Pipeline must not be nullptr pipeline Please report this to Laminar Research. [OK]

Should I file a BUG REPORT and include the .acf file?

Thanks,
Scott

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By: Scott Menard https:/2020/04/why-is-my-pipeline-null/#comment-36346 Thu, 16 Apr 2020 23:13:08 +0000 http://developer.x-plane.com/?p=39855#comment-36346 In reply to Kev Townsend.

Kev,
Are you running the Vulkan-driver? It would be nice to know if it performs same, better, worse than the Game or Studio drivers, and if not, what does this driver do that it would be a separate driver offering?

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By: Robert https:/2020/04/why-is-my-pipeline-null/#comment-36338 Thu, 16 Apr 2020 18:57:20 +0000 http://developer.x-plane.com/?p=39855#comment-36338 In reply to Ehvis.

Could you add a date and time at the beginning of a blog post entry? I appreciate that this blog exists.

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By: Malcolm Kenworthy https:/2020/04/why-is-my-pipeline-null/#comment-36334 Thu, 16 Apr 2020 15:47:00 +0000 http://developer.x-plane.com/?p=39855#comment-36334 I’m actually getting this error message in Plane Maker as well. I’ve submitted a bug report.

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By: Dan https:/2020/04/why-is-my-pipeline-null/#comment-36332 Thu, 16 Apr 2020 14:40:28 +0000 http://developer.x-plane.com/?p=39855#comment-36332 The OpenGL driver offers 16x antialiasing for non-HDR (medium on the visuals slider). Is there a reason why Vulkan doesn’t?

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By: Ben Supnik https:/2020/04/why-is-my-pipeline-null/#comment-36277 Wed, 15 Apr 2020 01:32:36 +0000 http://developer.x-plane.com/?p=39855#comment-36277 In reply to Juraj.

Yes, yes and yes.
1. With the right code, we can predict 100% of the pipelines. It is definitely deterministic.
2. Settings changes force a rebuild, so there’s no edge case there.
3. Third party content simply changes the subset of all possible pipelines that we will use – that universe is bounded and finite and NOT “sized” by content – e.g. the total pipeline count is calculable and known in the unextended sim and doesn’t change when third party content is added.

Basically for each material introduced in ANY art asset anywhere, we _may_ build one or more pipelines as needed if they don’t already exist, based on the cross-product of the current rendering settings and that material. We de-dupe, e.g. your 400th orthophoto texture isn’t making new pipelines, it’s the same as the other 399.

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By: Juraj https:/2020/04/why-is-my-pipeline-null/#comment-36274 Tue, 14 Apr 2020 20:46:09 +0000 http://developer.x-plane.com/?p=39855#comment-36274 In reply to Ben Supnik.

>> So we try to build only the pipelines we need. If we build too many, we slow load, and if we build too low, you see this error.

This doesn’t sound like something where you are 100% certain that you will get all pipelines you need before you start a scene once bugs are ironed out. To me this sounds like “I have a slider where on one side you get fast load time with frequent crashes and on the other long load with barely any crashes.”

Can you, with the right code, 100% predict all the pipelines for a given scenario? Does changing rendering settings during flight force pipeline builds? Is XP11 static in the sense that no 3rd party thing can pull in objects during the scene that weren’t anticipated?

With all the complexity and extendability that XP11 undoubtedly requires, I am amazed that you can predetermine all possible pipelines that are needed during load time.

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By: Ben Supnik https:/2020/04/why-is-my-pipeline-null/#comment-36273 Tue, 14 Apr 2020 20:28:32 +0000 http://developer.x-plane.com/?p=39855#comment-36273 In reply to Carlos Renan.

Vulkan gets us Windows, Linux and Android; DX12 gets us only Windows. Also the SPIR-V tool-chain from Vulkan plays well with GL and Metal — they’re starting to have this for DX HLSL I _think_ but we sort of get the shader side of Vulkan for free.

Given that the driver is now abstracted, we could write a DX12 back-end – I see no indication that it would be better than Vulkan.

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By: Ulrich https:/2020/04/why-is-my-pipeline-null/#comment-36268 Tue, 14 Apr 2020 13:34:20 +0000 http://developer.x-plane.com/?p=39855#comment-36268 In reply to Ben Supnik.

Nice to hear! I mean: It’s much better than hearing: “We’ve discovered quite a lot Vulkan errors we have to work around”

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By: Carlos Renan https:/2020/04/why-is-my-pipeline-null/#comment-36267 Tue, 14 Apr 2020 12:57:57 +0000 http://developer.x-plane.com/?p=39855#comment-36267 Ben, why was the decision made to use Vulkan and not Dx12? The step do use Dx12 is much higher?

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