I feel like I'll just glob compute shaders with their stuff as their own struct, that'll solve part of the problem.
The othet problem is how to properly delimit which descriptor sets are shared or not, hence me asking if you have any ideas
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For instance I've got a material (containing the pipeline and layout) and material instances to contain the descriptor set but it assumes that the 0th slot is reserved for the scene, which makes it a bit awkward when I want to implement compute pipelines in my user program.
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Ok so I haven't switched to push descriptors nor descriptor indexing but I was wondering: how do you habdle your pipeline's descriptor sets? More especially, when one or more of them are shared across pipelines?
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Thinking about how good FAITH's soundtrack sounds.
Sure, that one track takes the cake for itself, but damn, this is a fine soundtrack still!
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Julien Lepers qui dit "c'est feur"
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Also, I switched to another light atrenuation profile for a bound one so I could use the culling without artifacts. Not really PBR, but PBR is a tool, not a means.
I kinda like AgX, but I guess I'll have to tune it a bit. Either my ambient is too strong or it washed the darker colors out. I wonder if I can make the min/max exposures settings without breaking it too much. (Also, I have to check if Troy's simplified shader roundtrip converts to linear or gamma Rec. 709).
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Rather than culling, it's more preventing from evaluating the radiance of a light if it's out of bounds or if the attenuation is way too low (1e-5).
Also noted that my naive PCF is extremely costly, but I don't know yet how to use the more advanced techniques. Are they using a different sampler for the shadowmaps?
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200 us for a whole AgX tonrmapping pass at 1440p on my 1050Ti? I can live with that.
Also got somr time to do some early culling in the shadow sampling in the main brdf pass. Somehow, it did wonders, and I'm almost back to 60 FPS in that Synty sample scene. I still have to implement cluster shading but I cannot wrap my head around frustum vs whatever collision math in articles like Cull That Cone yet.
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Libstdc++ (or libc++ or whatever drug MSVC takes) is C++'s runtime.
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Feels like January is ending, so why is it only the 18th?
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Here, a photo of this cat.
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If you've got any tips or lectire about how to make a better RHI, I'd be happy to hear about, thanks
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The good news? Now that I have the skeleton of the thong done, I can add tone mapping without making my fragment shaders overly expensive.l (still using Forward technique until I get the galls to implement clustered loghting to enable Forward+)
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Took me a good hour to add an intermediate framebuffer in my engine. The API is clearly not there yet.
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Idea: game whose's installation folder looks like coming from a game engine but it was developed with another engine.
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What an awful nightmare it was.
Of course I'm going to remember it clearly for a while too.
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The Nintendo Switch's console menu is a liminal space.
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I clearly watched too much videos from Kaze Emmanuar, that must be it! /j
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Did I really spend some time trying to figure if it was worth inline a 10 opcode function as it was factorised as I put it into a light class wrapper? (basically a light class to wrap vkCmd operations with a bound vkComandBuffer)
My sense of priorities is top notch, as usual
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No, stupid phone, I never want to type amors, I have nobody to call that and only write in french and english, just let me type "alors".
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