Thomas Altenburger

Results 393 comments of Thomas Altenburger

Sounds like it. I'll check the pipeline cache and swap chain. The SDL stuff should be easy fixes.

I'm actually testing with your branch (#8903 + #8941). It did fix a few things (most notably the stb_image_free() which previously crashed).

I've looked into the pipeline cache behavior. It acts weird. At first it works, caching and retrieving pipelines... I've got about 15 pipelines cached and stable... and after a few...

Thanks for the proposed changes! It doesn't seem to fix much of the issues. I tried to test the changes individually: :x: The suboptimal swapchain logic crashes when creating the...

> I will merge the hot-plug fix and mutex later. Would you mind addressing this in a different PR than #8903? We'll try to validate the bounty soon and this...

Just noticed that ```MGG_GraphicsAdapter_GetInfo()``` is only implemented for Windows using the win32 API. This can likely be rewritten to use SDL to replace win32 and making it cross-platform in one...

I analyzed the broken/flickering frames with RenderDoc: the problem comes down to the shader uniform buffer being set to wrong values (and different values than the ones set from the...

Some more digging on the flickering issue: - Everything is correct from the C# perspective, the correct constant buffers are sent to Vulkan - What happens, is that the constant...

Confirmed to be uniforms caching not working properly. ✅ The descriptor caching inside ```MGVK_UpdateDescriptors()``` doesn't work. It returns layouts from wrong shaders (in my case, it returns the standard sprite...

True, descriptors are cached per-shader, so the shift is indeed odd. The thing is, disabling the cache by forcing the descriptors to be updated every time something is partially dirty,...