Florian Hoenig
Florian Hoenig
Project looks great and clean. However, how do you handle char input? WM_UNICHAR etc.
Metal broken
Hi Don- Metal build is broken at version > v1.0.0.
I've started a Metal support here: https://github.com/shader-slang/slang/commit/9fa3b8e974aa313148765cb80449467b94b93234 My approach is to duplicate CUDA first (the above commit) and take it as a basis. Thoughts?
Everything seems to compile fine and the samples start up showing a window and a progress bar. Then random crashes. "ShaderToy" example and a few other crash on some uninitialized...
``` filter {"system:macosx or system:ios"} files { "Source/VulkanEngine/**.glsl", "Source/VulkanEngine/**.xib", "Source/VulkanEngine/**.plist", os.getenv("VULKAN_SDK") .. "/lib/libMoltenVK.dylib", os.getenv("VULKAN_SDK") .. "/lib/libvulkan.dylib", } embedAndSign { "SDL2.framework", } embed { os.getenv("VULKAN_SDK") .. "/lib/libMoltenVK.dylib", os.getenv("VULKAN_SDK") .. "/lib/libvulkan.dylib", }...
Is there a suggested way to make chains of properties "safe" in a reasonably low overheard way? example: `local a = thing.transform.position.x` where `thing`, `transform` and `position` is a user...
Files saved on MacOS clang using binary archives do not load on MSVC windows. The error happens when using std::variant.
Does glslc have any built-in macros that I can use to id the compiler? `#ifdef _GLSLC` or something like that?
Looks like `attack` is in seconds but `decay` and `release` are off by a factor of ~5 w.r.t. them being seconds. Is this a know issue / intended? ``` #include...
I have FSR2 running in a custom vulkan engine but the results don't seem to be as expected. My viewport Y is inverted to match that of OpenGL (via negative...