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vulkan-api

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bgfx
krOoze
krOoze commented Feb 7, 2020

	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
renderdoc
vaspoul
vaspoul commented Jul 5, 2018

We use PIX labels to organize the events in a single frame (e.g. Z PrePass, GBuffer, Alpha, etc). These can get quite deep/nested.

It would be useful if we could see a 'path' for the event currently selected, e.g.

Camera 1\3D Stage\GBuffer\TreeBark Material

It would be extra nice if clicking on any of these would take you to the beginning of that section.
(think folders in Windows Explor

JasonHise
JasonHise commented Jul 24, 2019

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

Pewsplosions
Pewsplosions commented Nov 14, 2019

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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