Bplus.jl
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A modern OpenGL 4.6 rendering framework, written in Julia.
We need support for a hierarchical DslState stack, which function invocations push onto and pop off of. User-defined functions should shadow built-in ones, though emit a warning (see #11 )
I suspect it's really slowing down MantleDiver, which means it currently does not scale well. We should profile to confirm though. I also suspect a lot of it is due...
Otherwise this macro is a lot less helpful, as you still need to work out padding yourself when writing the shader version
My Asus Zephyr G14 2021 has an _AMD Radeon(TM) Graphics_ chip along with the discrete GPU, and when I run unit tests on that, the compute shader tests fail.
How do depth textures interact with layered rendering? Can you have, for example, a cubemap depth texture? Make any changes to `GL.Target` accordingly
Intel integrated graphics can do bindless textures, but cannot do int64 types in shader for some reason. It seems silly to disable an entire type of GPU due to a...
* Test a child component happening to use the same type-param name as its parent, for a different purpose. The child should not be affected by the parent's type param...
~~1. `CONSTRUCT_DEFAULT` automatically defines a `CONSTRUCT()` which takes each field as a parameter.~~ ~~2. `CONSTRUCT_MANUAL` gives you much more flexibility with the type signature by requiring you to manually invoke...
Don't forget to provide derivatives for them! Functions I can think of: * Logarithm * inverse-lerp (lerp is already implemented)
For example, many of the curves mentioned by IQ may be useful. https://iquilezles.org/articles/functions/ I recommend implementing them in *Fields/math.jl*, using the same helper macro as many of the other "plain...