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A modern cross-platform low-level graphics API

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To make D3D11 and GL consistent with other backends, and to make Tutorial 24 run in D3D11 and GL modes with minimal configuration: - Enable `SHADING_RATE_CAP_FLAG_PER_DRAW` capability with single `SHADING_RATE_1X1`...

SparseResourceTest.SparseResidentAliasedBuffer test sometimes fails in D3D12 when [running on CI](https://ci.appveyor.com/project/DiligentGraphics/diligentcore/builds/41794048/job/lwxsc6unrygts8ig) as well as when running locally.

bug

The archiver tool now performs shader optimization only in release build. The tool should accept flags to control if optimization should be performed.

The API needs to be updated to support proper clearing of integer render targets and framebuffer attachments.

API

Sourced from https://github.com/muttleyxd/clang-tools-static-binaries/releases This makes it more convenient for Linux developers that do not have the correct version of clang-format on their path. This executable should work on any Linux...

`VkPipelineInputAssemblyStateCreateInfo::primitiveRestartEnable`, `Dx12: IBStripCutValue`, `glEnable(GL_PRIMITIVE_RESTART) `

I've found a bug in your texture upload mechanism for OpenGL on Android. Basically you set the packing alignment to a fixed value of 4 with `glPixelStorei(GL_UNPACK_ALIGNMENT, 4);`. This can...

Have special command buffer per context in the device and record initialization commands into this buffer. Submit the buffer before the next actual command buffer is submitted https://therealmjp.github.io/posts/gpu-memory-pool/

enhancement
performance