DiligentCore
DiligentCore copied to clipboard
A modern cross-platform low-level graphics API
Debug labels can produce a major performance overhead.
Currently, the size of the shader resource cache size grows indefinitely. Add optional size limitation, keep track of resource accessed order.
This will make the commands work outside of VS environment. The path can be obtained this way: `get_filename_component(CMAKE_DEVKIT_LOCATION ${CMAKE_RC_COMPILER} DIRECTORY)`
Investigate the following functionality: * Convert HLSL/GLSL/SPIRV into WGSL at run time * Modify binding information in the shader Try Naga and Dawn compilers, see how they can be used...
Patch SPIRV bytecode to add `row_major` attribute to all matrix declarations
Noticed some extra clang warning-errors that only happen when you build a non-development build due to 3 variables that are only used for debug validation. Fixed the warnings.
Instead of using Tint each time bindings need to be patched, store offsets in the WGSL source code where bindings are defined for each resource. Then, simply replace the values...
Use [SPIRVShaderResources](https://github.com/DiligentGraphics/DiligentCore/blob/b7f9b0e7d3c636a2127c9aabc5fb13321b3df016/Graphics/ShaderTools/src/SPIRVShaderResources.cpp#L341-L360) as example Tests: https://github.com/DiligentGraphics/DiligentCore/blob/master/Tests/DiligentCoreAPITest/src/ConstantBufferReflectionTest.cpp