gpuopen-librariesandsdks / cauldron Goto Github PK
View Code? Open in Web Editor NEWA simple framework for rapid prototyping on Vulkan or Direct3D 12
License: MIT License
A simple framework for rapid prototyping on Vulkan or Direct3D 12
License: MIT License
Linux support would be nice.
https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/master/src/DX12/shaders/Tonemappers.hlsl#L75
https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/master/src/DX12/shaders/Tonemappers.hlsl#L77
There are 2 abs, which I believe are useless since ratio should always be in 0..1 as long as colors are >=0
I catch next one, here:
Cauldron/src/DX12/base/SwapChain.cpp
Line 163 in b3a4f62
For now, this fires only once at the very first round.
It should wait for previous backBuffferIndex
- it works now only due to engine happy-scenario ...
Perhaps: m_swapChainFence.CpuWaitForFence(backBuffferIndex == 0 ? m_BackBufferCount : backBuffferIndex - 1);
the generated sln's name is modified from Framework_{GFX_API} to Cauldron_{GFX_API} in May 5, 2020
(4 * 4 * sizeof(float)) less than (sizeof(Matrix2))
On Vk impl, class CommandListRing::GetPool() just return m_pCommandBuffers, i guess it should return m_pCurrentFrame's pool.
Why does the static buffer pool always transition to a D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER
state even when used for indices? Shouldn't D3D12_RESOURCE_STATE_INDEX_BUFFER
be used for that purpose as already mentioned in the comments?
Since the shader cache hash is only based on the input source file and its defines and arguments, editing the contents of an include file will never trigger a re-compilation.
MSYS2 MINGW64 doesn't have DX12 but it has working Vulkan. The current CMakeLists.txt assumed MSVC and refused to configure on MSYS2 MINGW64.
Which leads to shadow maps missing in glTFSample - GPUOpen-LibrariesAndSDKs/glTFSample#6
@rys next one:
Cauldron/src/common/Misc/Ring.h
Line 137 in b3a4f62
This one should release (through m_mem.Free(...)
) stuff from previous back_buffer, not the upcoming one.
Something like: m_backBufferIndex = m_backBufferIndex == 0 ? m_numberOfBackBuffers : m_backBufferIndex - 1;
Given that Cauldron allocates large swaths of memory to use as a buffer, how can one tell the how much actual memory is being used?
Can the pre-allocation system be disabled? Or is there any chance that the system metrics window will contain memory usage information too in the future?
Thank you
template<typename T> inline T DivideRoundingUp(T a, T b)
{
return (x + y - (T)1) / y;
}
You probably wanted to use x and y so the definition should be
template<typename T> inline T DivideRoundingUp(T x, T y)
While debugging the SSSR sample I stumbled upon a lock allocated on stack:
https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/master/src/common/Misc/Misc.cpp#L83
Hello.
I found that I was not able to update camera position when using Camera::UpdateCameraPolar()
.
I think eyePos
should be used instead of m_eyePos
in this line, is this correct?
https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/master/src/common/Misc/Camera.cpp#L122
I catch this one, here:
Cauldron/src/DX12/base/UploadHeap.cpp
Line 94 in b3a4f62
It should be reversed, i.e.: assert(uSize < (size_t)(m_pDataEnd - m_pDataBegin));
Perhaps, additional - similar assert for AlignUp()
case also...
Right now it is not called when loading or in benchmark mode, resulting in corrupted motion vectors.
MacOS support would be nice.
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