Johannes Unterguggenberger

Results 96 issues of Johannes Unterguggenberger

The code architectur in `cgb_post_build_helper` is suboptimal. While functionality-wise it seems to do okay, it should be refactored a bit. For a clearer approach in handling asset files, it is...

Trying to write to a **3D** texture in a shader via `RWTexture3D` is not supported with the D3D12 configurations. There are no cases implemented which would handle 3D textures in...

What is the expected data format for `Texture::create*` methods' `pInitData` parameters? I've been trying to use `Texture::create3D` using `ResourceFormat::RGBA16Float`, providing four `float`s per texel to the `pInitData` parameter, which resulted...

VMA is included in the most recent Vulkan SDKs! We should (probably?!) use that version instead of the one which comes bundled with this repository: see file [vk_mem_alloc.h](https://github.com/cg-tuwien/Auto-Vk/blob/master/include/vk_mem_alloc.h) Make the...

Vulkan
urgent

In most places, `const auto&` is returned, but handles are just (64-bit, I think) integers, so returning `auto` would also be a good option. What's better? Example: `vk::Image handle()` instead...

C++

The current `avk::image_usage` is somewhat inflexible and suboptimal design. Furthermore, it contains several flags which are no longer required due to image layout transitions now being explicitly handled by users...

Vulkan

Modern GPUs typically have a (relatively small) memory region which is both: `vk::MemoryPropertyFlagBits::eDeviceLocal | vk::MemoryPropertyFlagBits::eHostCoherent`. See the following output of `context().print_available_memory_types();`: ``` INFO: ========== MEMORY PROPERTIES OF DEVICE 'NVIDIA GeForce...

enhancement
Vulkan
urgent

... and `avk::read` does not perform such a barrier. Not sure yet, if this issue is a bug or an enhancement, though -- i.e., if it is the responsibility of...

bug
enhancement
Vulkan

In a few months time, just deprecate all previous Ray Tracing code (i.e. the original NVIDIA version and also the `VK_KHR_ray_tracing` beta version from header version `135`) Only support official...

Which one to use - `eShaderDeviceAddressKHR` or `eShaderDeviceAddress`? Why is there a `KHR` version anyways? Can't we just use the non-extension version? Currently, `eShaderDeviceAddressKHR` is used (probably) everywhere. => Choose...