Issues
- 1
Commit a Cargo.lock
#36 opened by Joey9801 - 0
- 0
- 0
- 0
Add SSAA
#32 opened by brandonpollack23 - 0
Allow load image without staging and updating both cpu and non cpu accessible images
#31 opened by brandonpollack23 - 2
- 0
VMA Improvements
#28 opened by brandonpollack23 - 0
Allow for pre-generated mipmaps
#30 opened by brandonpollack23 - 0
Allow stencil buffer creation
#29 opened by brandonpollack23 - 0
- 0
Consider one command pool per framebuffer instead of freeable command buffers
#26 opened by brandonpollack23 - 0
PS4/5 Backend
#25 opened by brandonpollack23 - 0
Metal Backend
#24 opened by brandonpollack23 - 0
D3D12 Backend
#23 opened by brandonpollack23 - 0
Use Spirv-Reflect or some similar library to transition shaders to different backends
#22 opened by brandonpollack23 - 0
- 0
IMGUI
#20 opened by brandonpollack23 - 0
Create Shran
#19 opened by brandonpollack23 - 0
Enable Pipeline Cache
#17 opened by brandonpollack23 - 0
Create Screen Diff Tests
#14 opened by brandonpollack23 - 0
PBR Lighting
#12 opened by brandonpollack23 - 0
Deferred Shading
#15 opened by brandonpollack23 - 0
Phong Lighting
#11 opened by brandonpollack23 - 0
Forward+ Shading (Phong & PBR)
#16 opened by brandonpollack23 - 0
Create a locked version of the load_buffer* load_image* family of functions
#13 opened by brandonpollack23 - 0
- 0
- 0
Cache Descriptor Sets
#10 opened by brandonpollack23 - 0
- 0
Do resources in vulkan renderer like Descriptor Pool count and Uniform Buffer count need to be equal to # of frames in flight or # of render target images?
#8 opened by brandonpollack23 - 0
Implement Push Constant Buffers
#6 opened by brandonpollack23 - 0
- 0
- 0
Use spirv reflect to ensure max bound descriptors not exceeded when loading shader
#4 opened by brandonpollack23 - 0