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### Tested versions
I've only tried in 4.2.2. This is very unlikely to be a regression.
### System information
Godot v4.2.2.stable - Debian GNU/Linux trixie/sid trixie - Wayland - Vulkan (Forward+)…
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Vulkan is increasingly everywhere and it does support compute shaders. We did a [prototype backend](https://futhark-lang.org/student-projects/steffen-msc-project.pdf) once, but never polished it enou…
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Hello, I was wondering if their is an official process to get your own upscaler intergrated into gamescope - I am a co-creator of the program "Lossless Scaling" which you can find here: https://store.…
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Mesh Shaders are an exciting new kind of rendering pipeline for modern hardware, that directly combines compute and rasterization.
KHRONOS recently officially released an extension for Vulkan, whic…
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Feature request for Metal Backend in ArrayFire
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### Describe the project you are working on
Various 3D projects, including the Waterways add-on
### Describe the problem or limitation you are having in your project
It's difficult or impossible to…
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Hello,
i am trying to profile compute shaders using Vulkan API on the E9171 and I can't get the RGP to work on the e9171.
Is there any release that supports the E9171? in the case it does not, …
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## Description
Mesh shaders are a relatively new way of rendering 3d objects. They replace the default render pipeline and give developers much more control to how geometry is rendered.
![image](…
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Currently the only existing D3D12 compute sample is the D3D12NBody simulation. For those interested in DX12 for purely compute reasons, particularly with no DX12 background, the sample can be more dau…
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This is unfortunately necessary for #120. Tessellation works differently in Metal vs. Vulkan (and D3D). In Vulkan, two shader stages (tessellation control and tessellation evaluation) and a fixed func…