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Add subgroup (a.k.a. simd_group, wave, wavefront) operations. Favour portability.
There have been a number of earlier issues and PRs. None seemed quite right to restart the conversation, so I'm o…
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Metal, D3D12, and Vulkan all have facilities to issue draw calls and resource updates on the GPU.
# Motivation
Traditionally, object scene graphs exist on the CPU, and CPU code traverses this sc…
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I have two versions of case1, a benchmark that aims to measure dispatch launch overhead in Vulkan vs OpenCL. Currently the OpenCL version is faster (~400ms vs ~700ms) on my GTX 980. This is being inve…
ghost updated
4 years ago
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Similar to #1350, #1351 and #1352
TODO: Issue Description and implementation plan.
I can assign myself / my company.
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Add the ability to offload the raytracing tasks to the GPU with a framework such as opencl, vulkan, vuda or sycl. Selection of this api will require further research.
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Currently we are focused on compute shaders + ray query rendering pipeline, as it gives us more control over vgpr occupancy and performance in general.
Unfortunately (and rather surprisingly), ther…
w23 updated
11 months ago
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### Important Information
Provide following Information:
- mpv version
d86bfeb
- Windows Version
win11 release
- Source of the mpv binary
shinchiro's toolchain
- If known which version of mp…
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Hi and congrats for the project! I'm following the MoltenVK project, this project doesn't provide VK Geometry shaders and Transform feedback, i asked them to add it but it seems like Metal doesn't pro…
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# Rethinking the way we handle Compute Shaders and GPGPU
_I understand that this is a very controversal topic. I think it might be a good idea to have an issue for us to discuss it and its design._…
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When passing a ShaderDescription struct to CreateFromSpirv extension method, Debug flag from passed struct is not used, which makes me unable to view and debug DX11 shaders under RenderDoc.
The rel…