Dzmitry Malyshau
Dzmitry Malyshau
It doesn't like the Visual I'm choosing, for some reason. Here is the visual selected by default, where it works: > Using Visual id: 66, class: TRUE_COLOR, depth: 24, bits_per_component:...
I got stuck for too long with this issue on X11, which turned out to be quite an adventure! I looked closely at all of the existing X11 examples and...
Somewhat addressed by 36109ea9b1bc471b9e91703935423acc1ccb6f1b with the addition of `FramePacer` and `FrameResources`
@aminya For completeness, I'd also like to point out the following possible approaches (in addition to wgpu and Vulkano): 1. [Blade-graphics](https://github.com/kvark/blade/tree/main/blade-graphics). Gives you portable Metal/Vulkan/GLES/WebGL with little to no overhead....
Let's see how native APIs deal with this: - Vulkan requires `const VkDescriptorSetLayout* pSetLayouts;` to be provided in `VkPipelineLayoutCreateInfo`. So it requires consecutive bind groups, essentially. - Metal doesn't have...
Is the developer-friendliness argument based on real feedback, or just threoretical? I'd put this feature into "worth looking after MVP" category, since it's non-essential and involves API complexity.
I think, conceptually, we already have null BGL entries - it's all of the entries after the set provided by the user. Correspondingly, the behavior of `setBindGroup(N, X)` for N...
@frguthmann thank you for describing! Frankly speaking, it looks like you are using the pipeline layout in a non-idiomatic way, and we shouldn't adjust the API to cater to this...
Right. The author has a choice: 1. treat these shaders as a special group with a separate pipeline layout that only has PER_PASS and PER_DRAW groups (assigned to indices 0...
We had a good discussion about this with @magcius , in particular about how Vulkan users take advantage of this. Here is the TL;DR: - Vulkan still requires the pipeline...