SRSaunders

Results 81 comments of SRSaunders

I decided to proceed with the DynamicLoader `_HPP_VULKAN_LIBRARY` simplification for iOS, removing the `#ifdef TARGET_OS_IPHONE` condition from **vulkan_sample.h** and **hpp_hello_triangle.cpp**. A trivial change and it simplifies things a bit. Thanks...

@cdavis5e I have looked deeper into this problem and I think I see what is going on: 1. The RBDoom3_BFG game and the Vulkan-Samples reference project (select samples) both show...

> I’m pretty sure enabling dedicated allocations basically just bypasses using MTLHeap If that's the case, then perhaps we simply have a defect in MoltenVK when using MTLHeap with the...

As @squidbus indicates above, using dedicated allocations is only a band-aid for this issue, and not really the right solution. I have looked a bit further and it seems the...

Last comment here. When looking at older version documentation (inside **mvk_config.h**), I see the following for the `useMTLHeap` (`MVK_CONFIG_USE_MTLHEAP`) configuration parameter: ``` * Apple recommends that MTLHeaps should only be...

Thanks @cdavis5e for the follow-up. Based on your answer, I guess my `MVK_CONFIG_USE_MTLHEAP = 0` setting is the correct solution for AMD GPUs. And I agree that Apple will likely...

> Sorry to join to ask a different question here, but the HUD in the screenshoot is builtin in RBDoom3-BFG or using a custom(system wide one)? In case using a...

Thanks @billhollings for responding on this. As you point out, there are two issues going on here: a) MTLHeaps on AMD GPUs (independent of the memory allocator being used), and...

Tested using PR #2509 and the solution works fine against **RBDoom3BFG** and the **Vulkan-Samples** project. Thanks @billhollings for fixing.

> ...if MoltenVK could be adjusted, we could get rid of having to handle it different than KosmicKrisp? Is that correct? Not really. The main end-user difference between MoltenVK and...