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Root Signature Management - put as binaries in custom shaders (needs reworking to account for platforms that need to compile the root signature into the shader)
Shaders
Fences
Pipelines
Swapchain
Command Buffer
Textures
Texture Loading: we need a better API
Resource Binding: Constant Buffers, Textures, Samplers, etc -> both graphics and compute
Non-shader-visible descriptor heap that I can return and reuse descriptors. A pool
Shader-visible stream of descriptors. Command buffers reserve chunk of descriptors as they need them (this is the only sync point) and use those throughout the frame. Those chunks are reserved for the duration of the frame but reused later
The text was updated successfully, but these errors were encountered:
There are several fundamental tasks missing
Requirements for descriptor heaps
Non-shader-visible descriptor heap that I can return and reuse descriptors. A pool
Shader-visible stream of descriptors. Command buffers reserve chunk of descriptors as they need them (this is the only sync point) and use those throughout the frame. Those chunks are reserved for the duration of the frame but reused later
The text was updated successfully, but these errors were encountered: