Gabe Rundlett

Results 11 comments of Gabe Rundlett

according to D3D docs, when creating a buffer in D3D and you want to have these counters, you need to have the flag D3D11_BUFFER_UAV_FLAG_COUNTER set, which is optional and obviously...

@dnovillo Hello! I've been working with Ipotrick on a project, and we're using DXC. I took a look at the source and from my little bit of digging, here's what...

You think that vertex and fragment shaders should be locked into the same file by daxa? (obviously you could put the code in a header, but obv that's extra effort)

It can't for now. On M2 the only thing they support is 64 bit min/max, and those operations don't even return the previous value. this is linked in the linked...

yeah the releases are old

I beleive we are running into this as well. Here's a simple repro: https://godbolt.org/z/bYhWqTYdx

Read [bindless.md](https://github.com/Ipotrick/Daxa/blob/master/wiki/daxa-book/src/bindless.md) in the wiki. In there you'll find ```glsl #include ... daxa_ImageViewId img = ...; daxa_SamplerId smp = ...; ivec4 v = texture(daxa_isampler3D(img,smp), vec3(...)); daxa_ImageViewId img2 = ...; imageStore(daxa_image2D(img2),...

This `full_path_to_file` does not return an absolute path unless one of the roots is an absolute path, just bad naming I guess. It resolves the first relative path that is...

obviously you won't use any bindings in daxa, as it has a bindless architecture. However, if you have an array of images, you can do this just as you'd expect,...

TRANSFER_SRC means it can be copied from (ie blitting) and doesn't necessitate GPU->CPU or CPU->GPU. You may want to blit from that image to another image.