SRSaunders
SRSaunders
> I adjusted the two samples async_compute and multithreading_render_passes Thanks. > But the changes in dynamic_line_rasterization would actually change that sample, which I'ld like to avoid with this already pretty...
I don't want to interfere with the approvals already granted, but two more samples have now been added using the old `gpu.request_extension_features()` method: _dynamic_rendering_local_read_ and _host_image_copy_. Applying this PR without...
Agree with @jeroenbakker-atmind above. Futhermore, when using Xcode I find the following cmake snippet useful for setting things up properly. This of course assumes you have done `source ./setup-env.sh` prior...
Again thanks for agreeing to look at this. Only commits https://github.com/SaschaWillems/Vulkan/pull/1119/commits/31f98f9ec5136d3d9bf0e832f69ff1eecbe37a5a and later are different from the other PR. Given your comments above about testing on Apple devices, I have...
Fixed merge conflicts. Thanks for catching my redundant code for getting `rayTracingPipelineProperties`. I originally missed that common code in **VulkanRayTracingSample**. Also, it seems that you don't want the benchmarking script....
I can also confirm the following results for the same **shader_debugprintf** sample on macOS Ventura (modified to enable the portability enumeration extension and flag), using Vulkan SDK 1.3.283.0: - VK_API_VERSION_1_0:...
This is interesting, as I use MoltenVK with an SDL2 game ([RBDoom3-BFG](https://github.com/RobertBeckebans/RBDOOM-3-BFG)) that uses an SDL2 Vulkan surface but does not experience this issue. MoltenVK will only add a presentedHandler...
I can duplicate the problem using the tutorial code with your patch. The difference between MoltenVK 1.2.5 and current versions is that `addPresentedHandler()` is always activated now to record actual...
> My reason for using SDL over GLFW is so I can make bundled, double-clickable apps (educational developer) App bundles will not throw these diagnostic messages to the console (but...
I have investigated a few more things since my original response: 1. The problem also exists with GLFW and not just when using SDL, so that aspect may be a...