Delwin9999
Delwin9999
http://gitorious.com/findopencl That's a git repo with the FindOpenCL.cmake that I use in my own projects.
CMake comes on just about every distro and there's a number of FindOpenCL.cmake files out there to crib from.
Just an FYI: I can't make pull requests but this is what I use. set(KERNELS ${CMAKE_SOURCE_DIR}/test/vulkanTests/shaders/display_mesh/mesh.vert ${CMAKE_SOURCE_DIR}/test/vulkanTests/shaders/display_mesh/mesh.frag ) set(COMPILED_KERNELS ${CMAKE_SOURCE_DIR}/test/vulkanTests/shaders/display_mesh/mesh.vert.spv ${CMAKE_SOURCE_DIR}/test/vulkanTests/shaders/display_mesh/mesh.frag.spv ) add_executable(vulkan_test_mesh ${SOURCES} ${HEADERS} ${EXTERNAL_HEADERS} ${KERNELS} ${COMPILED_KERNELS} ${EXTERNAL_ASSETS}) foreach(KERNEL...
Any update to this? I'm looking at the possibility of using Vulkan on a rather large project that will need both intensive compute capability as well as graphics.
This happens in all of the samples. You need to comment out _add_package_NSight() in the CMakeLists.txt
I'm always loathe to remove functionality and configurable loggers are wonderful for runtime debugging. That said the overhead may not be worth it.
OK this isn't the way I did dependency injection before but the existence of Ninject makes a lot of things easier. I'll toy with it to see if I can...
Maybe move it over to a Tools section? The block creator can go there too.
There's the question of what is 'game' code and what is 'engine' code. Maybe there should be three layers? 'Engine' 'Genre' and 'Game'? It seems that things like a good...