Pedro J. Estébanez

Results 86 comments of Pedro J. Estébanez

The lack of bitfield initializers is unfortunate indeed, but the style ship has already sailed in that regard. See this: https://github.com/godotengine/godot/blob/f4b047a084a5ecff153d0d32453aeb2e9919c83c/core/object/worker_thread_pool.h#L76-L99 So, until we upgrade to the version of C++...

> Instead of rolling your own RW lock, it's probably better to use `std::shared_mutex` (like how `Mutex` is implemented via `std::mutex` in [mutex.h](https://github.com/godotengine/godot/blob/master/core/os/mutex.h)). > There is already the `RWLock` class...

A few questions and thoughts: - The same way we have `Mutex` and `BinaryMutex` (recursive vs. non-recursive), the new class should have its name based on `RWLock`. Too late for...

I guess this could be refactored so the version checking function returns the line and delegates the parsing to the caller. That way, the process would not be spawned per...

> Do you have a plan to try Godot using Hololens Emulator? It would be interesting, but I have other priorities on my horizon.

> > _Actionable item_: Watch the status of DXIL in Mesa and replace SPIRV-Cross and the DXC source code as soon as feasible. > > Is there a particular feature...

@DarkMessiah, my first impression is that the `DXC_PATH` is wrong and the compiler is getting an old version of `dxcapi.h` which doesn't declare `IDxcUtils`. Can you build with `verbose=yes` and...

> @RandomShaper Understood. If you do take a closer look, and find it lacking for whatever reason, please reach out and let me know what's missing or what you'd need...

> Wouldn't adding DX restrict the platforms that games using it can target? It's not a replacement for Vulkan but an alternative. If anything, it adds a choice where both...

> Also, we probably should enable it in the Windows CI build. Good point. ~Enabled.~ ~**UPDATE:** Well, not so fast.~ **UPDATE:** Done, I think. Maybe @faless wants to take a...