-
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…
-
Last issue I can think to post. Some effects using HDMA and/or DMA don't uprez at all when uprezzing lines.
Trials of Mana (5x scale):
![Trials of Mana (U)-029](https://user-images.githubuserconte…
-
#### Summary
When requesting the same Resource with two path strings that are unequal, but do point to the same location, the Resource lookup fails once for each ambiguous string, causing the system …
ilexp updated
6 years ago
-
Sparse resources are a way of using the virtual memory system on the GPU. It’s possible to create a resource that appears to be larger than physical memory, but only has a small portion of that resour…
-
## Background
I want to use `Texture` widget and `SurfaceTexture` to display content, but I discovered my app crashes when content is huge, such as a long scrollable image. so I made this example…
-
## User story
As a **government agency**,
I want to be able to **find** the necessary data and information to be able to calculate the SOC/clay-indicator from the Soil Monitoring Law (SML) f…
-
This is more of a question than an issue report. When I run the test suite locally and calculate coverage, I get a much lower number than what the CI finds. The biggest coverage differences are `rt.…
-
This came up when new collections from V16 data being tested showed that raw data studies that contain the series show as error like in the link below.
https://testing-viewer.canceridc.dev/viewer/2.…
-
Using [Hololens' PhotoCapture api](https://docs.unity3d.com/2018.1/Documentation/Manual/windowsholographic-photocapture.html), get the frame the user is looking at.
[CopyRawImageIntoBuffer](https:…
-
#1772 proposes adding read-write storage textures, and mentions that support will have to depend on the format.
This proposal suggests how read-write texture formats should be bucketed.
- `rw-st…