Auto-Vk icon indicating copy to clipboard operation
Auto-Vk copied to clipboard

Afterburner for Vulkan development; Auto-Vk is a modern C++ low-level convenience and productivity layer atop Vulkan-Hpp.

Results 33 Auto-Vk issues
Sort by recently updated
recently updated
newest added

So I have encountered difficulties when using this library. To be specific, I find it difficult integrating this into my project. I think the lack of examples and documentation probably...

VMA is included in the most recent Vulkan SDKs! We should (probably?!) use that version instead of the one which comes bundled with this repository: see file [vk_mem_alloc.h](https://github.com/cg-tuwien/Auto-Vk/blob/master/include/vk_mem_alloc.h) Make the...

Vulkan
urgent

In most places, `const auto&` is returned, but handles are just (64-bit, I think) integers, so returning `auto` would also be a good option. What's better? Example: `vk::Image handle()` instead...

C++

The current `avk::image_usage` is somewhat inflexible and suboptimal design. Furthermore, it contains several flags which are no longer required due to image layout transitions now being explicitly handled by users...

Vulkan

Modern GPUs typically have a (relatively small) memory region which is both: `vk::MemoryPropertyFlagBits::eDeviceLocal | vk::MemoryPropertyFlagBits::eHostCoherent`. See the following output of `context().print_available_memory_types();`: ``` INFO: ========== MEMORY PROPERTIES OF DEVICE 'NVIDIA GeForce...

enhancement
Vulkan
urgent

... and `avk::read` does not perform such a barrier. Not sure yet, if this issue is a bug or an enhancement, though -- i.e., if it is the responsibility of...

bug
enhancement
Vulkan

In a few months time, just deprecate all previous Ray Tracing code (i.e. the original NVIDIA version and also the `VK_KHR_ray_tracing` beta version from header version `135`) Only support official...

Which one to use - `eShaderDeviceAddressKHR` or `eShaderDeviceAddress`? Why is there a `KHR` version anyways? Can't we just use the non-extension version? Currently, `eShaderDeviceAddressKHR` is used (probably) everywhere. => Choose...

The image_t currentLayout and targetLayout is not always set to the actual current layouts, which makes it hard to perform pipeline barriers (image memory barrier) inside of a renderpass for...

Vulkan

If you want to use pipeline barriers withing a renderpass or subpass, a self-dependency to the subpass the barrier is used in needs to be specified during renderpass creation. [Details...

enhancement
Vulkan