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It works for cubemaps, but when using with regular texture arrays it should use unbound buffer:
uint counter[];
And CPU must create either worst case buffer size (2K slices for most vendors) or use some sort of dynamic allocation when generating something new with bigger slice count than used so far.
The text was updated successfully, but these errors were encountered:
This only affects the samples right? The samples don't demonstrate a single-pass reduction of anything more than 6 slices, so the assumption is that you can bind the resources you need and implement the various Load/Store functions accordingly.
FidelityFX-SPD/sample/src/VK/SPDIntegration.glsl
Line 50 in 7c796c6
It works for cubemaps, but when using with regular texture arrays it should use unbound buffer:
uint counter[];
And CPU must create either worst case buffer size (2K slices for most vendors) or use some sort of dynamic allocation when generating something new with bigger slice count than used so far.
The text was updated successfully, but these errors were encountered: