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My TODO for vulkan-shadertoy-launcher:
### Small fixes:
- fix iTime on pause - currently iTime adds +1 sec during pause because how timer implemented
- make Resize similar to Shadertoy... *maybe*…
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I've made a Ray-tracing [implementation](https://github.com/maierfelix/dawn-ray-tracing) for the D3D12 (using *DXR*) and Vulkan (using *VK_KHR_ray_tracing*) backend of Dawn.
To demonstrate usage:
…
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Started the thread here: https://github.com/maierfelix/nvk/issues/2 and got a good response for a GPGPU. Might be worth a shot.
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I've recently had problems building my Ubiq project for standalone VR use using ARM64. I've built the project before using ARMv7 with no issues, but with ARM64 the project seems to crash as soon as yo…
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Vulkan may be not the the best/fastest/easiest or so solution for inference, but is probably most portable GPU acceleration approach.
Is anyone working actively to add support for it? And if so wha…
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### Godot version
v4.1.stable.official [970459615], v4.2.dev.custom_build [60f3b7967] (master)
### System information
Vulkan API 1.3.217 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon(…
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Hi! I've went through the "Getting Started" section of Veldrid documentation, but I can't seem to get anything drawn. Only thing I can see is I can change the color of `commandList.ClearColorTarget` t…
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Currently we are using the GameWindow OpenTK class. It might be more advantageous to build our own game window style class off of the provided NativeWindow class. This could also (in the future) allow…
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There is a use case of doing a render pass with no attachments. For example, when the pixel shader does some work with storage buffers, and we still want rasterization to happen, just without renderin…
kvark updated
2 weeks ago
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**Description**
A clear and concise description of what the bug is.
Trying out SpirV passthrough just to see if it worked, but it doesn't seem to work.
What does work:
- WGSL -> ShaderModu…
eadwu updated
7 months ago