Carter Anderson
Carter Anderson
And we need to compile in "vulkan mode" for webgpu because "GL mode" doesn't support split samplers.
Once again you're right. I was treating the output of this command as the source of truth: ``` glslangValidator -G330 shader.fs.glsl -DCOMBINED_IMAGE_SAMPLERS -S frag -E ``` Because thats what the...
`* sigh *` I made one more mistake. The makefile only uses -G when generating the spirv used to produce MTL shaders. The makefile is fine as-is for glsl validation....
I'm currently working on a custom pathfinder backend for my project, which also uses wgpu under the hood. I don't use the wgpu apis directly, but I'm hoping that my...
I used "vulkan style" shaders, compiled them to spirv, then used spirv-cross with the following options: https://github.com/cart/pathfinder/blob/df6982e0f9733b59aa1249176ce4ec773b5d9097/shaders/Makefile#L58 The gl backend worked just fine. However my custom backend is still only...
My engine-specific backend is still on hold because I still have some other projects that are higher priority for me. But if anyone wants to look at my backend code...
Yup other ECS-es currently use "fast path" apis, such as SoA insertion and for_each iterators (despite other apis being "more idiomatic" or "recommended"). I think it is fair play at...
Yup other ECS-es currently use "fast path" apis, such as SoA insertion and for_each iterators (despite other apis being "more idiomatic" or "recommended"). I think it is fair play at...
I think my take is that we should have a generically usable "config asset source" (`config://`) with OS-specific roots: * **Linux**: `~/.config/APP_NAME` * **Windows**: `~\AppData\Roaming\APP_NAME` * **MacOS**: `~/Library/Preferences/APP_NAME` Every OS...
The resulting system is pretty flexible. We could provide reasonable defaults (like the ones listed above), but it would allow apps that need additional (arbitrary) sources to add them as...