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* Features and draw commands added
* Tried to implement the pipeline creation (completely untested)
* Fixed clippy issues
* Fixed something I think
* A little bit of work on the mesh shader example (currently doesn't work on dx12)
* Reached a new kind of error state
* Fixed an alignment issue
* DirectX 12 mesh shaders working :party:
* Removed stupid change and updated changelog
* Fixed typo
* Added backends option to example framework
* Removed silly no write fragment shader from tests to see if anything breaks
* Tried to make mesh shader tests run elsewhere too
* Removed printlns and checked that dx12 mesh shader tests run
* Documented very strange issue
* I'm so lost
* Fixed stupid typos
* Fixed all issues
* Removed unnecessary example stuff, updated tests
* Updated typos.toml
* Updated limits
* Apply suggestion from @cwfitzgerald
Co-authored-by: Connor Fitzgerald <[email protected]>
* Apply suggestion from @cwfitzgerald
Co-authored-by: Connor Fitzgerald <[email protected]>
* Removed supported backends, made example & tests always pass the filename to shader compilers
* Removed excessive bools in test params
* Added new tests to the list
* I'm a sinner for this one (unused import)
* Replaced random stuff with test params hashing
* Updated typos.toml
* Updated -Fo typo thing
* Actually fixed typo issue this time
* Update CHANGELOG.md
Co-authored-by: Connor Fitzgerald <[email protected]>
* Update tests/tests/wgpu-gpu/mesh_shader/mod.rs
Co-authored-by: Copilot <[email protected]>
* Update wgpu-hal/src/dx12/mod.rs
Co-authored-by: Connor Fitzgerald <[email protected]>
* Addressed comments
* Lmao
---------
Co-authored-by: Connor Fitzgerald <[email protected]>
Co-authored-by: Copilot <[email protected]>
voidMesh(out indices uint3 triangles[1], out vertices OutVertex vertices[3], out primitives OutPrimitive primitives[1], in payload PayloadData payload) {
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