veldrid
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A low-level, portable graphics library for .NET.
Oversight from #439 Before:  (notice `BlendAttachmentDescription.Equals` at the very top with high memory footprint) After: 
A `GraphicsPipeline` in Veldrid translates to four states in Metal (`MTLRenderPipelineState`, `MTLComputePipelineState`, `MTLDepthStencilState`, and `ThreadsPerThreadgroup`). Multiple pipelines may be compiled to change certain states while keeping others as-is, this aims...
Allows copying from a swapchain framebuffer texture to a staging buffer for capturing screenshots.
- [ ] Depends on https://github.com/mellinoe/veldrid/pull/488 for merge ease - [ ] Depends on https://github.com/mellinoe/veldrid/pull/493 for merge ease `getNextDrawable` is a blocking call, which doesn't return until a metal drawable...
`VkCommandList.CommandBufferCompleted(VkCommandBuffer completedCB)` competes with `VkCommandList.End()` resulting in a race condition: https://github.com/mellinoe/veldrid/blob/367f3ec52f92ffe65681cafd16cb65d9f89e0af0/src/Veldrid/Vk/VkCommandList.cs#L114 https://github.com/mellinoe/veldrid/blob/367f3ec52f92ffe65681cafd16cb65d9f89e0af0/src/Veldrid/Vk/VkCommandList.cs#L464
Perhaps to be seen as required for https://github.com/mellinoe/veldrid/pull/484 since Microsoft [recommend this while using the flip model](https://github.com/MicrosoftDocs/win32/blob/docs/desktop-src/direct3ddxgi/for-best-performance--use-dxgi-flip-model.md). This PR implements two things: - `GraphicsDevice.AllowTearing`, which only has an effect when...
This is split from https://github.com/mellinoe/veldrid/pull/363 to revive the PR while reducing the scope of the changes, and also includes a fix for the original changes as not disposing the texture...
I was following the getting started tutorial and an exception keeps happening while creating the graphics device. My graphics card supports up to feather level 10_1, idk if this is...
This improves performance for us on Mac Pro 2019. The implementation here is similar to the one in D3D. I've chosen to make a dictionary mapping because, as far as...
I am trying to write a SteamVR (OpenVR) overlay app. OpenVR requires a handle to the D3D11 texture to use to render the overlay. I have a Veldrid texture that...