Filip Strugar
Filip Strugar
Hi! Thanks for the great lib. Just trying to compile some HLSL code, stumbled upon this one.
One of the main issues trying to compile a couple of generic HLSL functions with HLML was swizzling. https://github.com/redorav/hlslpp has a templated solution to this and it looks like a...
Hi! I'm playing with https://developer.nvidia.com/orca/amazon-lumberyard-bistro dataset and meshoptimizer and I've noticed this particular failcase related to the way the corners were authored. For example, here is the original chair mesh:...
(would be nice) :)
Unlike in HLSL, HLSL++ will still pack all types in 16b n128, even if running in HLSLPP_SCALAR. That breaks the C++HLSL interop with constant/structured buffer packing which is an useful...
Please note that this codebase is no longer being updated and has been superseded by https://github.com/GameTechDev/XeGTAO which is, in most use cases, better and faster screen space ambient occlusion implementation.
Hello - what is the code license for this project? (might be a good idea to add a LICENSE file :) )
R4 is now using Renesas RA4M1 main processor and ESP32-S3 co-processor. Thanks!
Hi, thanks for a really great library! I stumbled upon a couple of compile warnings when compiling with the latest DXIL: > FFX_ParallelSort.h(266,13): error: redefinition of 'i' shadows declaration in...