SRSaunders

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Given the long discussion and in case it wasn't clear, this PR is now ready to go. Note for nVidia users (Windows) using SDK 1.3.296: A fix is also required...

@SaschaWillems that’s fine re the debugprintf sample. My only concern is the fix for the `add_layer_setting()` framework capability. Not sure if you want that separated out and brought forward into...

Thank you @squidbus for your replies. > For `lineWidthGranularity` ... It could be valid to have it set to 1 when not supported since the lineWidthRange will ultimately define the...

> It seems it would be possible with Metal 4, may be a lot of work involved to get there. See https://github.com/KhronosGroup/MoltenVK/issues/2560 Thanks for the link. Indeed it looks like...

Interesting, it seems the CI does not provide a Vulkan SDK for macOS Debug or Release builds, kind of unexpected. Also, it appears the CI does not specify a development...

> Maybe we could simplify things if you'd create an issue for changes like this first, so we can discuss these at our sample's team meeting. We talk a lot...

> Can you elaborate? We do have CI with SDK for macOS iOS and both fetch the SDK. For macOS (no SDK retrieved in setup): ![macOS Debug](https://github.com/user-attachments/assets/124be209-e863-4316-b2e8-b6ecc29779b4) For iOS (have...

> yep, looks like iOS does indeed use the wrong script. You should be able to fix it there. Agreed, it should be `source ~/VulkanSDK/iOS/setup-env.sh `. I will fix that...

> @SaschaWillems is right in that we should optimize for reduced CMake complexity. Maybe to satisfy both needs, we could use options in CMake and set the default path to...

Okay. I think I have heard the following: 1. Forcing VS and Xcode IDEs to use release builds is not a good idea. In addition, the related Release build config...