EriKWDev
EriKWDev
I'm a little bit sceptical about the generated function even forcing the use of `std::fs::read_to_string`. In the game engine at our company at least we would rather be completely in...
Sorry, coded away on other parts for some days! The core faulty design decision I made was I had assumed I could have a utility function return a `impl gpu::traits::RenderEncoder`,...
(Using renderdoc/RadeonGpuProfiler for vulkan backend works good as is, just don't know how to get the rust application running in xcode to use the metal debugger without a bit of...
Welp, that is unfortunate ```yml [2024-12-11T07:24:13Z ERROR blade_graphics::hal] A capture location was specified but metal device doesn't support saving a gpu trace [2024-12-11T07:24:13Z ERROR blade_graphics::hal] Error during metal capture start:...
Successfully captured bunnymark to a gputrace file:  As suspected though, the file gets infeasibly large very quickly since everything is captured. Being able to...
Makes sense! The reasoning was that, to my knowledge, getting the app to run from Xcode/metal debugger requires a bit of a different main function and making the rust binary...
That is very helpful :')
When it is possible to capture that way I don't think it's too bad Though, it could ofc be even nicer! The kind of integration I would ideally like to...
The `TextureDesc` currently has no kind of `Memory` hints which would maybe be desirable to address this. Could maybe be covered in `TextureUsage` flags though unsure if that would be...
I would assume you are correct, the load and store op is what would cause all the bandwidth usage from writing and are alone enough to describe that In the...