Jasper St. Pierre

Results 184 comments of Jasper St. Pierre

> I think the burden of proof needs to be "why push constants in addition to writeBuffer()?" writeBuffer cannot be used while inside of a render pass, as it executes...

There is no way to support writeBuffer-but-it-works-in-a-render-pass easily in D3D12 and Vulkan. You can support a *limited* amount of data being sent immediately to the shader through D3D12 root constants...

> Don't make any change to the WebGPU spec, but implementations opportunistically and silently promote specific calling patterns to use push constants under-the-hood. If e.g. Chrome does this but WebKit...

I imagine resolving directly into a 3D texture is something that's relatively untested on most devices, especially on mobile devices and tilers where I would expect resolveTo matters the most....

Predicated rendering tends to be a bigger issue for tilers to support, since could end up synchronizing on the results of other tiles, which can be really expensive.

Mesh and geometry shaders are overkill for lines; and geometry shaders are basically a terrible idea that have no place in a modern graphics pipeline. Note that there's two kinds...

Intel is going to have very strong interlock performance because of their ROP architecture. From context clues, I assume this is the vendor that you worked at, since they have...

Everything has a spec & implementation cost. Just because some games once used geometry shaders, does not mean that we should invest in geometry shaders today. Native APIs are littered...

> As far as I know, all the native APIs provide some sort of shader reflection information. DX12 and Vulkan provide no reflection information, as far as I know. DirectXShaderCompiler...

A lot of hardware only supports `KHR_blend_equation_advanced`, which is effectively a wrapper around fragment shader interlock, before that was exposed. Quoting from the spec: > - KHR_blend_equation_advanced: Provides the new...