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Daxa is a convenient, simple and modern gpu abstraction built on vulkan

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out of bounds copies and clears are not detected by validation layers we must do these checks ourselves. Possibly make it optional in device creation.

- [ ] remove c api - [ ] convert back all abi types to std:: types

I was compiling daxa activating **utils-pipeline-manager-glslang** feature from vcpkg but trying to use my pipeline manager to compile slang shaders. Of course, that went wrong. It took me a few...

Hi guys. I want you to check out these changes. SBT now is more complex but allows you to relate better betwen shader stages and shader groups and ask for...

``` Daxa/src/impl_features.cpp:251:19: error: ‘struct daxa::PhysicalDeviceFeatureTable’ has no member named ‘ray_tracing_position_fetch’ 251 | this->ray_tracing_position_fetch = VkPhysicalDeviceRayTracingPositionFetchFeaturesKHR{ | ^~~~~~~~~~~~~~~~~~~~~~~~~~ Daxa/src/impl_features.cpp:251:48: error: ‘VkPhysicalDeviceRayTracingPositionFetchFeaturesKHR’ was not declared in this scope; did you mean ‘VkPhysicalDeviceRayTracingPipelineFeaturesKHR’?...