Ecosyste.ms: Issues
An open API service for providing issue and pull request metadata for open source projects.
GitHub / brandonpollack23/sarekt issues and pull requests
#36 - Commit a Cargo.lock
Issue -
State: open - Opened by Joey9801 over 4 years ago
- 1 comment
#35 - Allow application level pipeline creation
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, CRITICAL, rendering/shading
#34 - Allow for changing swapchain configuration at runtime
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: nice_to_have, backlog
#33 - Add some other AA styles if there's ever time for that...
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: backlog
#32 - Add SSAA
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: backlog
#31 - Allow load image without staging and updating both cpu and non cpu accessible images
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, CRITICAL, textures
#30 - Allow for pre-generated mipmaps
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: nice_to_have, performance
#29 - Allow stencil buffer creation
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: nice_to_have, backlog
#28 - VMA Improvements
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, backlog, performance
#27 - Allow multiple image/buffer load before flushing/waiting for idle.
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, backlog, performance
#26 - Consider one command pool per framebuffer instead of freeable command buffers
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: backlog, performance
#25 - PS4/5 Backend
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: backlog, backends
#24 - Metal Backend
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: backlog, backends
#23 - D3D12 Backend
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: backlog, backends
#22 - Use Spirv-Reflect or some similar library to transition shaders to different backends
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: backlog, backends
#21 - Use SpirV-Reflect or some similar library to generate Vertex Bindings
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, nice_to_have, backlog
#20 - IMGUI
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, nice_to_have
#19 - Create Shran
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, backlog
#18 - Make Sarekt Configurable based on construction object
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
- 2 comments
Labels: objective
#17 - Enable Pipeline Cache
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: nice_to_have, ez
#16 - Forward+ Shading (Phong & PBR)
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, backlog, rendering/shading
#15 - Deferred Shading
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, backlog, rendering/shading
#14 - Create Screen Diff Tests
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: testing
#13 - Create a locked version of the load_buffer* load_image* family of functions
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: nice_to_have, performance
#12 - PBR Lighting
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, backlog, rendering/shading
#11 - Phong Lighting
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, rendering/shading
#10 - Cache Descriptor Sets
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: nice_to_have, performance, CRITICAL
#9 - Enable Off Screen (to file) rendering
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective
#8 - Do resources in vulkan renderer like Descriptor Pool count and Uniform Buffer count need to be equal to # of frames in flight or # of render target images?
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: question, nice_to_have, performance
#7 - Allow setting partial values of uniform buffers
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: backlog, uniforms
#6 - Implement Push Constant Buffers
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective, uniforms
#5 - If the physical device has a shared memory model, never use staging
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: nice_to_have
#4 - Use spirv reflect to ensure max bound descriptors not exceeded when loading shader
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: nice_to_have
#3 - getter function for shaders to construct new pipelines.
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
#2 - Support loading custom pipelines/renderpasses
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective
#1 - Implement multi threaded command buffer generation.
Issue -
State: open - Opened by brandonpollack23 over 4 years ago
Labels: objective