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Jesse Hall

Rating
1558.14 (5,956th)
Reputation
3,772 (44,500th)
Page: 1 2 3
Title Δ
Synchronizing two render passes: color attachment to sampled? 0.00
Getting default render device on Vulkan 0.00
How vulkan pipeline barrier is implemented in terms of GPU or its d... 0.00
How to find which Graphic API, process is using? 0.00
Get offset alignment for a uniform buffer on a given device +0.91
Calculating VkImageAspectFlagsBits from VkImageCreateInfo? 0.00
Vulkan: how to safely replace a commandBuffer 0.00
Use input and output buffers in Vulkan compute pipeline 0.00
vkCmdUpdateBuffer before render pass synchronization? +1.65
Vulkan render finished synchronisation without vkQueuePresentKHR() 0.00
Is it OK to read from an input attachment and write to the same att... +0.95
Drawing multiple objects in Vulkan 0.00
Why would VkImageView format differ from the underlying VkImage for... 0.00
How do I render to multiple 3d targets in Vulkan? -0.43
Must a Vulkan pipeline be recreate when changing the size of the wi... 0.00
Using AHardwareBuffer_fromHardwareBuffer() in Android vendor softwa... 0.00
Vulkan: Present to Swapchain from Offscreen Buffer 0.00
How to pass a texture between OpenGL ES and Vulkan? 0.00
What are the advantages of using offsets in vkCmdBindVertexBuffers... +1.67
Does the OS clean up vulkan resources after a crash? +1.69
Vulkan: one pipeline and multiple descriptor sets? 0.00
What is actually a Queue family in Vulkan? +1.72
Sharing GPU memory in Android 0.00
vulkan x and y switched 0.00
Compute shader and workGroup 0.00
Question regarding the memory alignment offset multiple for Vertex... 0.00
Vulkan 1.1, SPIR-V 1.3, libshaderc, validation layers error 0.00
How to efficiently raise a VkDispatchIndirectCommand field to a mul... 0.00
Is it possible to link with Vulkan in a dll with is in turn linked... 0.00
Question about Vulkan Initialization / Deinitialization and Android... +1.04
How to repeatedly update a uniform data for number of objects insid... 0.00
macOS - dyld: Library not loaded: @rpath/vulkan.framework/ 0.00
Are atomic float operations in shaders supported with Vulkan? 0.00
Vulkan - when should I create a new pipeline? 0.00
How to handle distributing shared libraries with different compile... 0.00
Vulkan - 1 uniform buffer, N meshes - dynamic VkDeviceMemory -0.20
Vulkan - 1 uniform buffer, N meshes - dynamic VkDeviceMemory +1.80
how to interact Vulkan with Android Java Activity 0.00
Getting thumbnails from image files 0.00
Get working Android Vulkan samples under MS Windows 0.00
vkAcquireNextImageKHR semantics? What does timing out mean? +1.75
How to compile OpenCL Kernels to SPIR-V using Clang -4.57
What is the purpose of Vulkan's new extension VK_KHR_vulkan_mem... +3.22
Use of VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT in LunarG's Tutorial +3.43
How to avoid validation layer errors about unused vertex inputs? +3.88
Why is VkShaderStageFlagBits a bitmask? -1.91
Can a Vulkan sampler's maxLod be too high? 0.00
Vulkan Crash Program 0.00
Glslang shader "header" file naming conventions 0.00
One host-visible buffer instead of multiple - should I consider som... -0.47