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BigWheels is a cross-platform, API agnostic framework to build graphics applications.

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Utility for creating graphics pipelines. This class creates descriptors for shader inputs (standard material, unlit material, error material, debug material). It also creates samplers, etc, to simplify the creation of...

To repro: vk_graphics_pipeline.exe Then use UI to switch ps to membound and check the box for 1x1 textures. Error message: ``` *** VULKAN VALIDATION ERROR MESSAGE *** Severity : ERROR...

Specifically for Vulkan and not DX12 build. I tested this with a fresh clone as well to make sure it wasn't issue #349 To repro: `vk_graphics_pipeline.exe --debug-view "Wireframe Mode"` Or...

There are currently a lot of ways to create a render pass: RenderPass - RenderPassCreateInfo - RTVs and/or DSV exist (swapchain, graphics benchmark) - RenderPassCreateInfo2 - will create images and...

This is a follow up from https://github.com/google/bigwheels/pull/356 ClearRenderTarget/ClearDepthStencil (https://github.com/google/bigwheels/blob/b0bded04e4fc17048443ee4ef74507a2e6a942f2/src/ppx/grfx/vk/vk_command.cpp#L289) accept an image and clear an image while inside a render pass. The functions use current render pass variable to figure...

For example in graphics benchmark app: https://github.com/google/bigwheels/blob/main/benchmarks/graphics_pipeline/GraphicsBenchmarkApp.cpp having to add PPX_BUILD_XR complicates code unnecessarily. We should define the XR functions with or without PPX_BUILD_XR and make sure they behave appropriately...

For example here https://github.com/google/bigwheels/blob/974b677a238e5c36c5ff4ee7efdbc949c010586e/include/ppx/profiler.h#L96 and related code. This was added a long time ago, and is very likely not useful since there should be better ways to do this.