Thomas Altenburger
Thomas Altenburger
Because by default if you have both x64 and arm64 .NET SDK installed, when MGCB tries to run as a dotnet tool with ```dotnet tool mgcb```, it would use the...
DXC is used to build Vulkan shaders. WindowsDX relies on the system-installed old-school d3dcompiler.
It's a dynamically loaded dll, so if it's working, it likely means that Windows arm64 ships with legacy dlls in both arm64 and x64 form. Knowing that it works and...
No device available either, and I would prefer this be tested before merging too.
More importantly than testing on arm64 devices, we should make sure that it doesn't break existing scenarios (e.g. building on win-x64, linux-x64, osx-arm64...).
If we can't test this reliably, we should revert it as it seems that it didn't fix any reported issue and might cause some in the future.
I see two different possible problems which might cause life-cycle issues on Android. --- ```OpenALSoundController``` finalizers doesn't clean the instance and close the device: https://github.com/MonoGame/MonoGame/blob/4fb05d4bfd3c5c3f5a45d89a596b8bfb4135c53c/MonoGame.Framework/Platform/Audio/OpenALSoundController.cs#L137 This might prevent the device...
Here should be a good place to reset ```_systemState```: https://github.com/MonoGame/MonoGame/blob/4fb05d4bfd3c5c3f5a45d89a596b8bfb4135c53c/MonoGame.Framework/Platform/Audio/SoundEffect.OpenAL.cs#L241
This isn't a reliable way to count FPS. It won't change the problem, but for reference here's a more robust one: ``` int samples = 0; double accumulated = 0.0;...
Ideally, we would need ```PublishAot```-specific unit tests, but given the nature of it only triggering upon ```dotnet publish``` and not extensively debuggable, I don't know how that could be automated/plugged...