Mateusz Kielan
Mateusz Kielan
> okay I need to think about it if std includes generate warnings we actually could silent them too they never should
Is this something I can actually checkout and try myself?
You'll run into problems with that, because whenever you include a 3rdparty header you get all of its warnings. So it's not as easy as just enabling WX because you...
> However it makes no sense to give samplers to an image info for a sampled image descriptor. If necessary I can make it generate a warning or fail Its...
btw your dxc submodule is not inline with the one on `master`, please fix so there's no difference
btw `vulkanMemoryModel` starts to be quite important when `SPV_KHR_physical_storage_buffer` gets used because you start needing to use it on `OpLoad` and `OpStore` if you want Buffer Device Addresses to volatile/coherent...
there's also > multiviewTessellationShader specifies whether the implementation supports multiview rendering within a render pass, with [tessellation shaders](https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#tessellation). If this feature is not enabled, then a pipeline compiled against a...
> To implement raytracing, we need the dependency`VK_KHR_acceleration_structure` first, and that extension needs `VK_KHR_deferred_host_operations`. If we were to implement acceleration structures, we could also implement `VK_KHR_ray_query`, so that could be...
> > > 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...
That would need either: - You to continue casting rays after first-hit and alpha test fail along the same ray - Radeon Rays to accept user-defined "Intersection" and "any-hit" subroutines...