JMS55

Results 362 comments of JMS55

Unfortunately we're hitting VK validation errors now. ``` 2024-12-03T18:12:17.469103Z ERROR wgpu_hal::vulkan::instance: VALIDATION [SYNC-HAZARD-WRITE-AFTER-WRITE (0x5c0ec5d6)] Validation Error: [ SYNC-HAZARD-WRITE-AFTER-WRITE ] Object 0: handle = 0x1ac4c3cdf38, type = VK_OBJECT_TYPE_QUEUE; | MessageID =...

Also may or may not need to check for support for https://docs.rs/wgpu/latest/wgpu/struct.DownlevelFlags.html#associatedconstant.READ_ONLY_DEPTH_STENCIL in order to not break WebGL2.

I'm on mobile quickly jotting down my thoughts, but yeah mostly makes sense. I would remove the on disk caching, we can't (more complicated issue) cache the pipelines themselves on...

The way I envision this working is via events. You'd send a `ShaderPipelineLogEvent::StartRecording { asset_path: String }` event, and then later `ShaderPipelineLogEvent::StopRecording`. Then there would be a PipelineCache method to...

Something else that was brought up: Even with a precompiled pipeline log, users still need some bevy events to be fired to know when pipeline compilation, asset uploading, etc are...

https://www.unrealengine.com/en-US/tech-blog/game-engines-and-shader-stuttering-unreal-engines-solution-to-the-problem Unreal posted some very useful insights recently. Looks like they're moving away from logging pipeline descriptor during gameplay and playing it back, to trying to guess all the possible...

Small note if I end up redoing PipelineCache: waiting_pipelines() should probably return impl ExactSizeIterator.

One thing Anvil engine does that's cool is they measure pipeline compile times, and any that are too slow get logged to the console so that you know why the...

Feel free to, it won't conflict with any active work that I know of. The only reason I haven't done it myself is that I don't have a computer to...

Another option would be to include PreviousGlobalTransform in MeshMaterialBundle behind a cargo feature, instead of having a system to add it to entities that don't have it.