Ashley
Ashley
I license past and future contributions under the triple MIT OR Apache-2.0 OR Zlib license, allowing licensees to choose any one at their option.
Chrome implements a multidraw extension for webgl: https://www.khronos.org/registry/webgl/extensions/WEBGL_multi_draw/ It doesn't speed up anything at the driver level but it does reduce the number of times you're going back and forth...
on wgpu 0.7.1, spirv_cross is used to compile shader to metal, and `SIGABRT`s when it fails to compile something: ``` there was a compiler error: Cannot resolve expression type. fish:...
Yikes, I got the git version of wgpu to work on macOS but it hangs the GPU 😟. Perhaps because naga creates less optimised metal shaders than spirv-opt does at...
> Yikes, I got the git version of wgpu to work on macOS but it hangs the GPU 😟. Perhaps because naga creates less optimised metal shaders than spirv-opt does...
Hmm, I don't use Windows that often so I can't really help you there. One of the env variables from https://github.com/google/shaderc-rs#setup might help.
Now that wgpu 0.8 is out, we can use that instead. I didn't encounter the same shaderc problem as you, probably because I had the vulkan sdk installed. We could...
I don't use Bevy so I don't really have much at stake here, but I think this issue is a really important one to solve. Currently the 3D spawner example...
@rib I just want to say that the ideal way to do stereo rendering for VR would be to use an api extension such as VK_KHR_muktiview for Vulkan: https://www.saschawillems.de/blog/2018/06/08/multiview-rendering-in-vulkan-using-vk_khr_multiview/ Anything...
Yep, but it's currently locked to using webgl and not webgpu: https://github.com/emilk/egui/blob/bd5f553c3a33fd9de0f396634044117bd519342d/egui-wgpu/Cargo.toml#L43 We'd just need to remove this feature to get it work for both backends