Ryan C. Gordon
Ryan C. Gordon
> Unsupported vertex formats Removed! This remaining list honestly still feels like it could lose a bunch more formats and no one would miss them, too. > The trend is...
To revisit: > why separation of depth stencil state? This would work on metal It looks like primitive topology needs to be specified in the PSO too in D3D12...my misreading...
> - Generate tmp texture > - Load data into tmp texture > - Generate mipmaps into tmp > - Copy results into final texture > - Destroy tmp (or...
> If I have a RENDERTARGET texture, and want to call SDL_GpuGenerateMipmaps every frame, on D3D11 it will work as expected. But on D3D12 it will use the tmp path...
> OpenGL These are all good points about OpenGL, btw, and it will likely work much like you described...but also I'm trying to decide what the surface area looks like...
> SDL_GpuPipelineDescription contains SDL_GpuColorAttachmentDescription, which contains a SDL_GpuTexture. It doesn't, I have two unrelated structs with the same name, which is obviously a different problem. :)
Latest revision moves depth stencil details into SDL_GpuPipelineDescription and fixes SDL_GpuColorAttachmentDescription naming.
> Is d3d12 viable as better choise over d3d11? And which vulkan min spec is planned to be supported here? Vulkan 1.1, 1.2 or 1.3? I'm _starting_ with D3D12, but...
Pushed changes that resolve most of the discussed things; I think the only thing still unresolved is what to do about generating mipmaps, which I'm still considering.
> OpenGL does not support samplers being separate from textures at the shader level Sorting through this feedback again, and I'm just making sure I'm clear on this part: Is...