Jasper St. Pierre
Jasper St. Pierre
It would be possible to emulate using Raster Order Views / Pixel Shader Interlock, but require a decent number of shader heroics and not perform that well. Given the drawbacks,...
Now that we [mandate support for OS 15+](https://github.com/gpuweb/gpuweb/issues/1069), could we revisit this and see if we can add it?
1. Please test on AMD. AMD traditionally has had a weak geometry pipeline. 2. One of the biggest limitations of tessellation has been the inability to have multiple tess-factors-per-edge, so...
Geometry pipeline has traditionally been very scattered. NVIDIA has always pushed fixed-function solutions; AMD hasn't really ever attempted to beef up their geometry pipe. RDNA makes some improvements in that...
Emulating mesh shaders, even without task shaders, on top of compute is likely to be slow. Eliminating memory bandwidth from e.g. compute was the whole point of mesh shaders to...
> Unfortunately there's no such thing for textures. There are a lot of cases where textures are not known up-front such as render targets that are used as inputs to...
> Maybe it's possible to do that using Javascript WeakMaps? We need to do structural hashing of JS objects. i.e. look up `{ bindings: [{ texture: textureResource }] }` by...
That's not 100% true. Post-process graphs can change depending on what's needed in the frame, and for those of us with "dynamic surface allocation" (aka pretty much any modern engine)...
Creating bind groups should be fairly cheap (pretty much anything allocated from a pool should be cheap -- that's the main reason for pools to exist, to move the allocation...
Bind groups map to descriptor tables in D3D12. Root CBVs don't have any mapping, is my understanding.