Andrew Scheidecker
Andrew Scheidecker
> If the local variables and the values stack can be accessed from anywhere in their dynamic scope then might that invalidate some assumptions implicit in the decoding to the...
> Sorry, giving this a little more thought it does not seem practical at all to allow access to the local variables or the values stack outside their lexical scope,...
> Thank you, I guess that might work, using meta information to note the live locations and where they are, but it sounds like a lot of complexity for the...
I'm not opposed to an implementation-defined GC extension. I'd probably even support it in WAVM, though not with "competitive performance". I'm satisfied with the high-level goal Luke proposed above to...
>As for GC on top of WASM, since this is a layer above the execution engine, I see no reason why it cannot build on top of WASM without any...
I'd love for there to be a low-level debugging API that is implemented by the WASM VM: * A query to enumerate threads * A query to get the current...
I was thinking about this in the context of the other thread about inlining `memory.copy`, but the problem is that without a dynamic overlap check, it's possible to end up...
Thank you for the report. I can't try this out right now, but from reading the code, it does look like simply increasing the size of the array by 1...
I can't test on OSX easily, but this is most likely due to the MetalRHI not supporting vertex streams with a stride of zero: https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalRenderPipelineDesc.cpp#L289 It's possible that this can...
Can you make a pull request for this?