-
```
Parallax mapping isn't working on a mac since the required GLSL function
texture2DLod is not available there.
In the material viewer/creator you get a warning message and the preview window
is …
-
```
Parallax mapping isn't working on a mac since the required GLSL function
texture2DLod is not available there.
In the material viewer/creator you get a warning message and the preview window
is …
-
This is kind of an SDL_gpu thing but also relevant to the design of the shader compiler and infra.
Right now in my game and libraries I have a bunch of infrastructure designed to ensure that shader…
-
VUIDs appear to be missing for these validation checks in section `23.1. Tessellator` of the spec:
- If vkPhysicalDevicePortabilitySubsetFeaturesKHR::tessellationIsolines is VK_FALSE, then isoline …
-
As of the 1.3.210 Vulkan spec update, Vulkan clarified that not writing to the FragDepth built-in is undefined behavior - undefined values can lead to undefined behavior, so the difference is _somewha…
-
I love the minimalistic approach you have to library design with all the quad- and nano- crates.
`winit` is a huge library currently and miniquad provides everything I need for input handling and w…
-
VkPhysicalDeviceMeshShaderPropertiesNV::maxMeshOutputPrimitives and VkPhysicalDeviceMeshShaderPropertiesNV::maxMeshOutputVertices can be queried using Vulkan API.
In the following code:
`layout(m…
-
Compiled on Ubuntu 12.04, Craft immediately crashes with a segmentation violation. Here is some info (I added the -g flag when compiling):
BOLO: gdb ./craft
GNU gdb (Ubuntu/Linaro 7.4-2012.04-0ubuntu…
-
It's causing panics but only on Metal backend:
thread '' panicked at 'Internal { stage: VERTEX, error: "Metal: Compilation failed: \n\nprogram_source:36:43: error: type 'metal::float4x4' (aka 'matr…
-
I'm having an existential crisis involving HLSL register packing. spirv-cross and all other producers of HLSL or DXIL are in the same situation, so I'm asking your strategy for this.
DXBC requires …