Robin Kertels
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. 
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 &...
Which DXVK version did this happen with?
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...