Mateusz Kielan
Mateusz Kielan
Use vcc instead, probably the most promising development in the field so far.
> Looks great but also probably not production ready More production ready than Clang-HLSL's SPIR-V backend :P
I think on Vulkan @krogovin you could use subpass input + EXT_fragment_shader_interlock to achieve a gl_FramebufferFetch Normally you can only use a subpass input in the same way as on...
> I think the Vulkan way you are suggesting won't really work because of the nature of a sub-pass input. However, using an image read/write with interlock would work. not...
> > > > I think the Vulkan way you are suggesting won't really work because of the nature of a sub-pass input. However, using an image read/write with interlock...
I've actually ran into this issue with Vulkan https://github.com/KhronosGroup/Vulkan-Docs/issues/1649 Seems like its the only case when OpenGL + GLES can result in more features & performance than Vulkan.
going from 0.11ms to 2.11 ms with interlocks is natural if the GPU is highly parallel (you've thrown a 5700 XT with ridiculous 2560 shading units at it), and you're...
> I have not checked what happen in the various APIs (D3D12, Metal and Vulkan) yet or if any of them have a barrier capability. What I'd like to do,...
> FYI, the name tells us why: It's an NVIDIA extension. It's available only on sufficiently recent drivers (starting 2016-12) and hardware from NVIDIA. Also the `NVX` prefix means that...
Actually https://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2016/03/29204330/GDC_2016_Compute.pdf >Set a vertex buffer, fragment buffer, or kernel buffer to a slot. These buffers are also allowed to be argument buffers, which contain references to other resources (there's...