vulkan
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我发现examples/retinaface.cpp中,如果开启OMP加速的话似乎在检测到人脸时会发生内存泄漏,但我定位不了这个问题的具体原因。
值得注意的时,如果将qsort_descent_inplace函数中的OMP指令注释掉这个问题就会消失掉。
static void qsort_descent_inplace(std::vector<FaceObject>& faceobjects, int left, int right)
{
int i = left;
int j = right;
float p = faceobjects[(left + right) / 2].prob;
...
// #pragma omp parallel sections
{
// #pragmaThere is not a proper documentation how to build, i.e, for iOS, I found differnets issues here without a solution. Is there any oficial guide with the steps? Thx
The documentation for glfwSetKeyCallback at https://www.glfw.org/docs/latest/input_guide.html#input_key offers little guidance on what will cause a GLFW_REPEAT action, which can cause confusion such as in the forum post Key Callback Not Registering Every Key Press
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I think we should consider modifyi
Great tutorial! It clears up a lot of my questions about various effects.
Minor complaint: Focal length is size of the lens. Focal distance is the distance between the camera and the focal point.
With v0.6 adding quantization support, I think it is good time to add documentation on our quantization story.
There have been many questions on the forum, some of which are listed at the bottom. I myself have recently become interested in the topic, but I'm having hard time digging through the forum, github issues, PRs etc.
It would be great if we could add an end to end quantization usag
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHME
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Apr 16, 2020 - C++
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DescriptorPool::free_setsshould be justfree
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Jan 15, 2020 - C++
Currently, the glDrawRangeElements() WebGL 2 function is not implemented in Firefox (38) and causes "Not Implemented." assertion. It is also not yet implemented in Emscripten, but I have a patch that adds it.
Rela
As of 00e1f52cf95c16b0cea34c83372145532b4745ba the LWJGL codebase has a new directory layout. This has broken the included Eclipse project.
- When I try to import a model (those models are attached to this post), I am getting the below error.
Error:An exception occurred while generating the template.
Object reference not set to an instance of an object.
at Xenko.Assets.Models.ModelAssetImporter.Import(UFile localPath, AssetImporterParameters importParameters)
at Xenko.Assets.Presentation.Templates.ModelFromFileTemplateGen
It is unclear from the provided documentation what the difference is between a chunk and a subbuffer. Without examples it can be very difficult to identify when using one instead of the other may be necessary. We spent multiple days tracking down why an attempt to pass a subbuffer of vertices to a call to draw() was failing to compile. The error message was extremely verbose, but ultimately see
Basic Documentation
The Forge sounds pretty great but there does not seem to be much in the way of documentation.
I don't even see simple "How to compile" or build instructions. Which seems like a good place to start.
The description talks about it being like "Legos" where you can use the different parts of the system as needed. So does that mean it can be built in sections and integrated into other projects pi
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Apr 19, 2020 - C++
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Apr 5, 2020
The docs at gapid.dev really only reflect OpenGL ES workflows.
The Commands pane (https://gapid.dev/inspect/commands) doesn't look anything like what I see when I'm surfing through a Vulkan trace.
The State pane (https://gapid.dev/inspect/state) is also significantly different in the Vulkan workflows
Include doc comments
The Khronos reference page contains description of parameters and description of the behavior for every function. Wouldn't it be possible to add doc comments for the functions, so IDE can show it? I understand the function description is a bit cumbersome, as one description is usually related to multiple functions with similar functionality, however parameters description would help a lot.
I am c
EDITED SUMMARY
When linking directly with standard libraries they will get installed using the default install process. This should be avoided.
Also bsf data files should be placed in share/bsf instead of being in the bin folder.
EDIT no. 2: .dbg,.dwarf & .pdb files should not be installed by default for the release configuration. It is useful when packaging releases but a h
Excellent tutorial. It would be instructive to highlight the importance of the order the vertices are declared in, and that they correspond to the winding order used for front-faced culling. I had unknowingly swapped the last two vertices as I typed them in, which caused the triangl
It would be really nice to have a more complete set of tutorials/samples to work with.
E.g. None of the samples use Geometry Instancing,Indirect Buffers.
From the Vulkan/Metal docs it is also not clear, because each API handles this slightly differently.
Best,
Marc
I want to preemptively start this thread to survey for suggestions. A cursory search lead me to this promising repository https://github.com/enigo-rs/enigo
Since closing the window is a common point of failure, that will be the focus for the first pass of testing as I learn how to use the library.
I wish doxygen documents is hosted online somewhere, it's kinda annoying just to clone and make my own copy to read documentations.
Anyway, this framework really helps me to make my own game engine.
Thanks.
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Apr 20, 2020 - C++
Ideally there should be only one to two manual steps, everything else should "just work" or happen automatically in the background.
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As @TimvanScherpenzeel pointed out, cmgen should better explain that --size applies to the DFG LUT as well and that a cubemap and the LUT cannot be generated at the same time.