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@thesolidpixel@mastodon.gamedev.place

Post #2859951

2026-04-11 18:53 UTC

@breakin@mastodon.gamedev.place @castano@mastodon.gamedev.place @rygorous@mastodon.gamedev.place Dont see why this would be a problem in Vulkan - buffer textures are a thing and aliasing is fine as long as you get appropriate pipeline barriers in there. As long as you are not making assumptions on tiled optimal memory layout, which may change in hardware generations.

Replies (1)

  • @thesolidpixel@mastodon.gamedev.place @breakin@mastodon.gamedev.place @castano@mastodon.gamedev.place That's exactly what he's doing though. (And I think it might also potentially change with driver versions if there are multiple possible choices of tiling layouts and the driver makes a different decision some day.)

    Open ##2859952