Chip Davis
Chip Davis
It was broken, because it wasn't passing down the offsets at all. There is no support for this in Metal. While it would be easy to emulate by doing four...
It's useful even without geometry shaders using `VK_EXT_shader_viewport_index_layer`, which allows you to set the viewport index from a vertex or tessellation evaluation shader. Maybe we should see about getting the...
Er, uh, why did you close this? If there's a problem with our code, and you have a fix for it, you should probably submit it to this repo. We'd...
> In thinking about this...it doesn't sound very Vulkan-like for the spec to be demanding drivers jump through awkward hoops in the rendering flow. It seems a simple `maxRenderTargetData` property...
> Or am I missing something here? Or are we encountering apps that need this dealt with? I had encountered a case in the Vulkan CTS, `dEQP-VK.renderpass.suballocation.attachment.8.620`, where the combination...
Theoretically, it should be possible to support the `VK_NV_ray_tracing` extension on Mac, using the Metal Performance Shaders framework which uses a very similar technique to accelerate ray tracing. At this...
> Since buffer device address now available in Metal 3, VK_KHR_buffer_device_address has been included in the latest version of MoltenVK. Now you should actually be able to implement VK_KHR_ray_tracing? Is...
@gpx1000 ^^
Part of the problem is that Metal doesn't let you place sparse tiles at specific locations inside of sparse heaps, whereas Vulkan and D3D12 do.
So this happens because DXVK sets a bunch of usage bits (or doesn't set usage bits at all when creating an image view). I thought I got a change to...