discord.com/channels/605...
discord.com/channels/605...
See change log: registry.khronos.org/SPIR-V/specs...
#SPIRV #vulkan #GPUProgramming #GPU #GraphicsProgramming
See change log: registry.khronos.org/SPIR-V/specs...
#SPIRV #vulkan #GPUProgramming #GPU #GraphicsProgramming
#GraphicsProgramming #GameDev #Vulkan
#HLSL to #SpirV
#GraphicsProgramming #GameDev #Vulkan
#HLSL to #SpirV
github.com/ct-clmsn/vkmps
#vulkan #spirv #gpu #gpu_management
github.com/ct-clmsn/vkmps
#vulkan #spirv #gpu #gpu_management
1.) Rebuild with SDL3 GPU functions.
2.) Allow custom lighting models via SPIRV shaders
3.) Incorporate JS scripting for plugins to add custom entity types, tool windows, etc.
1.) Rebuild with SDL3 GPU functions.
2.) Allow custom lighting models via SPIRV shaders
3.) Incorporate JS scripting for plugins to add custom entity types, tool windows, etc.
It was mostly about the binding model - Slang's explicit `ParameterBlock` construct is pretty handy for that without having to pre-declare explicit numerical bindings ahead of time.
It was mostly about the binding model - Slang's explicit `ParameterBlock` construct is pretty handy for that without having to pre-declare explicit numerical bindings ahead of time.
honestly been really fun writing a full on graphics library though!
honestly been really fun writing a full on graphics library though!
using the vulkan backend instead means that some tessellation features are missing (TODO in dxbc to spirv translation, also known issue) and that qrenderdoc.exe shows depth buffers with artifacts
using the vulkan backend instead means that some tessellation features are missing (TODO in dxbc to spirv translation, also known issue) and that qrenderdoc.exe shows depth buffers with artifacts
All 1,368 shaders in Unleashed now successfully compile to DXIL, SPIRV, and Metal AIR.
One step closer to Unleashed running natively on Metal 🎉
All 1,368 shaders in Unleashed now successfully compile to DXIL, SPIRV, and Metal AIR.
One step closer to Unleashed running natively on Metal 🎉