Cauldron
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A simple framework for rapid prototyping on Vulkan or Direct3D 12
On an old integrated graphic card, the sample crashes when switching scenes. It's rooted in driver implementation and resource translation between same queue family may not work properly. The crash...
I have cleaned up the Vulkan backend to get it to compile on Linux with GCC 9.1 and replaced the DirectXMath library with GLM. The code compiles successfully and creates...
On Vk impl, class CommandListRing::GetPool() just return m_pCommandBuffers, i guess it should return m_pCurrentFrame's pool.
Since the shader cache hash is only based on the input source file and its defines and arguments, editing the contents of an include file will never trigger a re-compilation.
https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/master/src/DX12/shaders/Tonemappers.hlsl#L75 https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/master/src/DX12/shaders/Tonemappers.hlsl#L77 There are 2 abs, which I believe are useless since ratio should always be in 0..1 as long as colors are >=0
MacOS support would be nice.
An additional G-Buffer, world space coordinates, is added to GBuffer class. This will benefit in calculating screen-space method such as SSAO and RSM. Also, all the geometry data in GBuffer...
Why does the static buffer pool always transition to a `D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER` state even when used for indices? Shouldn't `D3D12_RESOURCE_STATE_INDEX_BUFFER` be used for that purpose as already mentioned in the comments?
Linux support would be nice.
Which leads to shadow maps missing in glTFSample - https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample/pull/6