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Results 28 nvrhi issues
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NVRHI has timer queries and event queries. However, I think it would be useful to have occlusion queries too, [like in NRI](https://github.com/NVIDIAGameWorks/NRI/blob/main/Include/NRIDescs.h#L423). Without them, I'd have to use a workaround...

Although readback at runtime is generally bad, critical readback tasks include saving results of cubemap convolution for IBL and other compute related tasks that may be done offline. Doesn't need...

Resource binding can be a area of very verbose. Can the following resource binding features be supported: 1. PushConstants for Vulkan or RootConstants for D3D12 directly written into ray tracing...

Could you please offer the complete code which could run even though a hello world project. I can hardly learn to use the API cause the only document I found...

VK validation layer reports: ``` WARNING: [Vulkan: location=0xfffffffff972dfbf code=0, layerPrefix='Validation'] Validation Error: [ VUID-VkMemoryAllocateInfo-flags-03331 ] Object 0: handle = 0x12f05f5af50, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xf972dfbf | If VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT...

It fails on d3d11-buffer.cpp line 360 "assert(format != Format::UNKNOWN);", since in clearBufferUInt function, the viewType is incorrectly assigned as TypedBuffer_UAV. This function does not expect a raw UAV buffer. I...

During shader binding table construction wrong array (with hit groups) was used to determine range size for miss shader group handles.

This format is useful for interop between NVRHI and some other APIs (in my case SDL). It would be useful to avoid custom code to translate pixel formats or having...

https://github.com/NVIDIAGameWorks/nvrhi/blob/89424010f5c3aef48a912fb9220e47a36c03a87c/src/vulkan/vulkan-texture.cpp#L469-L489 the code snippnet is trying to first transfer data to `upload heap` and then using `vkCopyBufferToImage` to transfer data into device-local memory. However, the `staging buffer` is created with...

It would be cool if NVRHI had web support. A similar API, [wgpu](https://github.com/gfx-rs/wgpu), supports both WebGPU and WebGL2 backends. It would be nice if this library supported those as well,...