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- [ ] dx needs sm6.6, which needs dxc, which is huge.
- [ ] gl
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Currently, in WebGPU, if a draw/dispatch call wants to use a resource, that resource must be part of a pre-baked "bind group" and then associated with the draw call inside the current render/compute p…
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### Describe the bug
On multiple GPU systems, using HIP or CUDA, a process is spawned on all GPUs instead being spawned only on one of them. (See To reproduce section)
This result in memory leak…
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Bindless is quite messy in every api, so need to design nice top-level api with reasonable underlying implementation.
#### GLSL
GLSL is main language in Tempest, so dedicated section is must. GLSL…
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Thanks for continuing the work on GDR. I enjoyed working with the initial version a year ago and look forward to trying the revised version.
When I start the training, I receive the following erro…
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csanta@galathea:~/linux-graphics/opencl/workspace/neo/build$ make
[ 4%] Built target ocloc_lib
[ 4%] Built target ocloc
[ 16%] Built target neo_shared
[ 16%] Built target cpp_generate_tool
[ 16…
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I think this is maybe not sufficient for detecting bindless: https://github.com/attackgoat/screen-13/blob/71c1c05f74c17d0ca891ae784d3e701c8fdcbc12/src/driver/graphic.rs#L457-L459
In HLSL using `Textu…
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Hello.
Thank you so much for the recent fixes to argument buffers and especially argument buffers for iOS support!
Unfortunately I still have some issues with bindless textures which prevents me fro…
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**Environment:**
- OS: Windows 10
- SDK version: 1.3.290
- Options enabled: Validation with GPU-AV and all shader instrumentation options except RayQuery.
**Describe the Issue**
I'm curren…
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Create a robust rendering pipeline for v0.2.0 of the engine.
### Characteristics
- [ ] Renders the landscape.
- [ ] Renders multiple agents.
- [ ] Can optionally render vertex normals.
- [ ] Frustum …