Mateusz Kielan
                                            Mateusz Kielan
                                        
                                    # Use Dependency Injection to get the backing memory in `IDescriptorSet` > In [software engineering](https://en.wikipedia.org/wiki/Software_engineering), dependency injection is a [design pattern](https://en.wikipedia.org/wiki/Software_design_pattern) in which an [object](https://en.wikipedia.org/wiki/Object_(computer_science)) or [function](https://en.wikipedia.org/wiki/Subroutine) receives other objects...
> > Then for every command that doesn't do weird variable length shenanigans, like CDrawIndexedIndirectCountCmd, you could just do > > Wouldn't every command be just fixed size? For example,...
> > but obviously a bad example because engine max descriptor set count is hardcoded to 4. > > Okay I will change this to a flat array. > >...
# A Was impossible anyway # B We're going with a variant of this, DXC not SPIR-V linking, SPIR-V intrinsics are good enough https://therealmjp.github.io/posts/dxil-linking/
> When you make your GL context current using the same Device Context things go wrong it seems. I think its stated somewhere that there can be only one current...
is there any documentation or details on what functions need to be implemented to obtain OpenGL parity? for a potential contributor
Maybe it should be possible to have some "restricted mode" when no replay is available, at least viewing the API call list and buffer states is helpful for remote debug.
I see, at least there is XML But can one export to XML without having to open the normal UI and capture on a compatible machine?
We're porting a huge CAD application to Vulkan and they use a lot of striped "pens", and this is what we can tell you: 1. quadratic beziers are 2x or...