Pierre Krieger
Pierre Krieger
When a shader module is loaded, its limits should be tested against the physical device's limits. For example: the compute shader local size.
If you create two images that share the same memory, then write to one, it automatically puts the other in the `Undefined` layout. This isn't handled by vulkano yet.
Let's say that you submit a command buffer that reads from buffer A. Then you submit another command buffer that writes to buffer A. What happens is that vulkano will...
Right now the buffer content of shaders isn't strong-typed. You can for example bind a buffer that contains a `Foo` while the shader reads a `Bar` from it. I initially...
There are several features named `sparseResidency#Samples` that indicate whether the implementation supports sparse-residenty images with # samples. These are not checked by vulkano right now.
This is a long-term issue. Let's take this situation for example: - You create a buffer. - Command buffer A writes data to this buffer. - Command buffer B reads...
This is some feedback I have from using vulkano for my personal project. For the rendering needs of the game, I want to manipulate two Vulkan queues: one for the...
Right now vulkano has several traits that have a method named `inner()` or similar. Eg: ```rust pub unsafe trait ComputePipelineAbstract { fn inner(&self) -> ComputePipelineSys; } pub struct ComputePipelineSys