Robin Kertels

Results 632 comments of Robin Kertels

> Not using variable descriptor counts seem to fix the issue, as does passing zero as the first push constant (which is used to address the descriptor array). I think...

> info: d3d11.samplerAnisotropy = 16 Try it without that option. It can definitely break games. If that doesn't work, please make an apitrace.

> With DXVK the game is unbearably slow, it's even hard to see any glitch. Doesn't matter, we need the apitrace.

Can you post some screenshots? The apitrace looks fine. ![image](https://user-images.githubusercontent.com/1131720/202933655-6084ba7a-d0b0-4504-a08a-673310a73b90.png)

Partially done. - There's a way to start web worker based threads from Rust now. - GPU & IO are optionally !Send depending on the platform and the renderer &...

This would be a great opportunity to clean up MoltenVK: - Remove support for x86 Macs (so all the managed resource mess can be removed) - Always use argument buffers...

> do you have an idea of how challenging it will be to support both Metal 3 and 4 in the same codebase Metal 4 has new protocols for: -...

Should be doable though as long as you'd go all-in on Argument buffers. That would be shared between the Metal 3 command buffer implementation and the Metal 4 one. Besides...

> The docs seem to indicate you can mix MTL and MTL4 usage to incrementally migrate, so I assume at worst you could still fall back to older constructs to...