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### What happened?
Bug: Can't build vulkan backend on RISC-V platform anymore
### Name and Version
git clone https://github.com/ggerganov/llama.cpp.git
cd llama.cpp
apt-get install cmake
cmake -…
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I've been trying to use the vulkan backend on linux (without embedding kernels). During the spirv blob generation I get link errors for most of the GLSL kernels; the only one which doesn't fail is bvh…
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This is closer to bare metal so should be faster. On some GPUs (AMD) we could also use the compute queue and leave the graphics queue for 3D rendering (e.g. resource-intensive games).
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wlroots ha…
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I wrote tests assuming that fragment builtin `@position` as in
```
@fragment fn fs(@builtin(position) fragCoord: vec4f) {
...
}
```
is pixel centers. In other words, the top left pixel's …
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It's unclear in the Project>Options>General settings and the documentation if Vulkan GLSL and compute shaders are supported.
As a result, a `layout(push_constant) uniform { ... }` produces a compil…
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Hey, first thanks for an awesome package. This project is a lifesaver to all (like me) who didn't delve into GPU rendering.
I do have a question tho, in the Anime4K repo there are more options of s…
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Hi @b4rtaz
I was tinkering a bit over the weekend and figured it might be possible to create a version of worker/main that accelerates the inference by offloading some work to the GPU to handle.
…
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**Is your feature request related to a problem? Please describe.**
The roadmap mentions running on the GPU as a future goal. When faer is ready it should look at the nascent https://github.com/Embark…
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Currently we can (and are required to) execute shaders from within shaders with vulkan raytracing https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/
And Nvidia devices have supported [this…
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Hi, thank you for this project.
I'm wondering if this project could have something equivalent to picom's `window-shader-fg-rule`, which allows specifying a user-supplied GLSL file to use for window…