Updated notes.
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5
.idea/codeStyles/codeStyleConfig.xml
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.idea/codeStyles/codeStyleConfig.xml
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<component name="ProjectCodeStyleConfiguration">
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<state>
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<option name="PREFERRED_PROJECT_CODE_STYLE" value="Better" />
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</state>
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</component>
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2
IDEAS.md
2
IDEAS.md
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more ideas on what to try out
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more ideas on what to try out
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- [ ] post processing
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- [ ] post processing
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- [ ] UI rendering
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- [x] UI rendering
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- [ ] DirectX
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- [ ] DirectX
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- [ ] compute shaders
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- [ ] compute shaders
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- [ ] mini game
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- [ ] mini game
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8
NOTES.md
8
NOTES.md
@ -17,3 +17,11 @@ Cycling
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- due to the nature of in-flight frames, resources might still be in use in a previous frames
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- due to the nature of in-flight frames, resources might still be in use in a previous frames
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- to make up for this, many SDL_gpu APIs have a `cycle` parameter
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- to make up for this, many SDL_gpu APIs have a `cycle` parameter
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- if set to true, SDL will provide an unused resource if the previous one is still in use
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- if set to true, SDL will provide an unused resource if the previous one is still in use
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First Look At The Resulting Vulkan Calls
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===
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- they are correct
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- but not really optimal, e.g.
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- double transitions
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- transition for the depth attachment in pass without depth?
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- vkCmdSetStencilReference even though there is no stencil buffer
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