Results 144 comments of Marko Pintera

They don't have their own binding space. Its one shared binding space between all shader stages and all parameter types (uniform buffers, textures, buffers, etc.). You can explicitly pick a...

Yeah, perhaps just provide a way for the app to specify how to translate registers into bindings (either via a callback, or by providing a builtin way or two). Anyway,...

I went by with what the spec says: `GroupMemoryBarrierWithGroupSync`: - Blocks execution of all threads in a group until all group shared accesses have been completed and all threads in...

Thanks for the detailed explanation and the insights! I agree, supporting it as a backend shouldn't be nearly as much work as a front-end (let alone a c++-like one). I'm...

Awesome, thanks for the mention :) I skimmed it a bit, looks very nice, I might give it a more detailed read later.

Great news. I'm slowly in the process of researching Metal for integration in Banshee, so this is perfect timing :)

Looks to me like some built-in dependencies are missing and/or outdated. Perhaps something went wrong with the download process. I suggest doing a fresh checkout and trying again.

Could try deleting your build folder running cmake from scratch? Or at least forcing a rebuild in VS? I made some changes recently that should resolve all issues - I'm...

This is when you use Visual Studio's built-in CMake support right? I still haven't had a chance to look at that, I remember you had other issues as well. Running...

It would indeed by nice to have things running straight of the box with VS2017, I'll certainly look into this later on, and enable response files if that helps to...