sapling
Vulkan-ValidationLayers
sapling | Vulkan-ValidationLayers | |
---|---|---|
7 | 30 | |
705 | 699 | |
- | 3.0% | |
3.7 | 9.9 | |
3 months ago | 4 days ago | |
Rust | C++ | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
sapling
- Sapling: A highly experimental vi-inspired editor where you edit code, not text
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Emacs Is Not Enough
Basically, when you say 'structural editing', do you mean making an AST for every kind of input and having a modal command language that permits traversal and editing of that AST. Like what sapling https://github.com/kneasle/sapling is attempting to do ?
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Why are we storing source code in plaintext?
For example, you can edit the AST directly: https://github.com/kneasle/sapling
- Sapling livestream
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Rust coding livestream - building Sapling, a better code editor
Livestream link here: https://youtu.be/dJtLEGOFYC0 Code here: https://github.com/kneasle/sapling
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Show HN: Experimental Semantic Code Explorer
There's a text editor being developed that edits code based on nodes of its AST representation - https://github.com/kneasle/sapling
Vulkan-ValidationLayers
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Baldurs Gate 3 wont work with Vulkan
If this works then it might actually be a game bug and the game I guess passes invalid shaders when the cache exists... but it seems to work fine on windows vulkan drivers. You could try to run the game with https://github.com/KhronosGroup/Vulkan-ValidationLayers
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Help a noob out: compute shader synchronization/scheduling
For debugging these kinds of issues, I would recommend enabling the synchronization validation layer.
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Validation Layers crash Vulkan (on Android)
I would use the debugger to produce a stack trace and look into the validation layers source code. https://github.com/KhronosGroup/Vulkan-ValidationLayers Then I would either file an issue or make a PR there.
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Managing bindless descriptors in Vulkan
Currently validation layers might generate false-positive errors: https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3450
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Validation layers sporadically cause extended dynamic states to crash.
A'rightey... I was able to reproduce this issue with Sascha Willems basic triangle example, so I am fairly certain, that this is a bug. I've opened an issue.
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Need help using Vulkan-ValidationLayers as CMake FetchContent
I am really at loss here, I found this issue but it doesn't really help me (I am starting to doubt it's even possible, maybe I'm a clown and doing it wrong...)
- Anyway to get QueueSubmit to wait on Timeline Semaphores?
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Synchronization layers being triggered by a subpass dependency
Can you post a reproduction case at https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues so we can take a look at it.
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Emacs Is Not Enough
Which is why a GPU debugger with frame tracing is so much better option.
By the way, there are actually ways to expose a print function on shader code, provided there is driver support.
https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob...
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Is here a way to turn VkResult into C string?
Huh yeah. Looking through the header the function you want works with c but there are others using c++ features. The reason given is understandable.
What are some alternatives?
rustpad - Efficient and minimal collaborative code editor, self-hosted, no database required
vulkan-guide - Introductory guide to vulkan.
silver_editor - A small editor for quicksilver and Mergui
Vulkan - Examples and demos for the new Vulkan API
xedel - Keyboard-centric modal code editor, built with nodejs and GTK
quickstep - Quickstep project
amp - A complete text editor for your terminal.
pyusb - Easy USB access for Python
lynx - A basic text editor in Rust.
SDL - Simple Directmedia Layer
kibi - A text editor in ≤1024 lines of code, written in Rust
prjtrellis - Documenting the Lattice ECP5 bit-stream format.