Mateusz Kielan

Results 368 comments of Mateusz Kielan

> > > You don't say what the problem is. I couldn't reproduce an issue. > > Here's an example compute shader I tried > > ``` > #version 450...

The general idea behind D3D12 was to build an efficient API for desktop. Vulkan does this for desktop and mobile. This is why D3D12 is pretty much "bindless" from the...

You could make something alike to VK_EXT_descriptor_indexing, where you have to spec all the descriptors that you could possibly access in a descriptor set but the descriptor set has a...

Its impossible to get cross-platform Bindless without major shader rework, we've just finished Bindless Texturing in our engine that tries to use the same shaders (SPIR-V) across both backends (OpenGL...

> Bindless resources are potentially quite hard to secure (given a pointer, how do we performantly know it's actually a pointer to a valid resource, and not just a random...

> If the array of textures must be sized, then it is quite ickier to do this simple case. Things are actually much worse in the realm of UI's where...

This is great news, we're currently exploring porting our own [engine](https://github.com/Devsh-Graphics-Programming/Nabla) and applications to macOS and iOS with as little effort as possible ;) We have a great disdain for...

don't forget the 1.05 correction factor for diffuse internal scatter only applies to glass with a schlick approximation, the correction factor we've derived is not yet published anywhere (if you...

If memory serves me well, Intel can configure your shader to run in SIMD4,8, and 16 modes.

I have an implementation of a Material Graph for raytracing (already in production) that could implement this: https://docs.google.com/presentation/d/1jT97cDCiIu9_AiDxKjlqHHC2n0nlHAev7RVt5Ncb9uY/edit#slide=id.g8b5eec73d6_0_10 Sorry about the half finished presentation, you should get the picture. My...