Johannes Unterguggenberger
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...
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...
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...
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...
... 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...
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...