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Memory layout compatibility with DirectX 12 for indirect arguments #1486
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The NV mesh shader versions were designed to be close to the actual hardware implementation. But we will keep it in mind for future extensions. |
@andrejnau thanks for pointing this out. We've also heard from the vkd3d team about this. For the NV extensions, we will plan to fix it if/when we promote them to EXT or KHR. Fixing TraceRays would require adding a vkCmdTraceRaysIndirect2, which we aren't likely to get to in the near future. We'll keep track of the request though, and are glad to have any feedback we can get on problems with the current RT API. |
@TomOlson my notes say we were going to create internal tracking issues around this but I can't find any - do you know if this was done? |
@TomOlson EDIT: thanks.. |
Vulkan has the different memory layout for
vkCmdTraceRaysIndirectKHR
/vkCmdDrawMeshTasksIndirectNV
in compare with DirectX 12.Is there a chance that ExecuteIndirect (probably KHR version of
VK_NV_device_generated_commands
) will have the compatible layout?The text was updated successfully, but these errors were encountered: