Triang3l

Results 116 comments of Triang3l

I've just checked, yes, that's the case as zero width and height are passed to ResizeBuffers of the DXGI swap chain, while the client area of the window is also...

It was possible that previously, when swap chains were attached to a HWND, some valid size was still used in this case, however, when we switched to DirectComposition, it has...

That would be necessary to run Xenia on Vulkan on certain mobile devices. I'd probably use transform feedback for that, store transformed vertices in a buffer, and then use that...

Compute shaders can be used for the same purpose of transform feedback, just don't really need work groups there. The primary use cases are constructing the fourth vertex of rectangles...

I was referring to the overall concept. If you can write from vertex shaders to buffers, both vertex and compute will work. But yes, maybe compute shaders will be faster...

I don't think we'll be going the compute shader route as that will result in lots of render pass breaking, and, with tiling, potentially tile loads and stores if the...

That's an interesting thing to try, though relatively low-priority for me personally currently, but shouldn't be very difficult. What currently needs to be done is: - [ ] Graphical user...

One important factor for running on the Xbox Series X|S is whether they expose the new GPU features, or if they're still on the Xbox One level. While Xenia supports...

> I believe if you want to have GPU access, when i. Dev mode you characterize the app from application to game, and it opens up GPU features access. At...

> There are hardware constraints, too, in terms of which system resources UWP apps can access. The maximum allotted memory for apps is 1GB, while games get 5GB. Apps can...