Thomas Altenburger

Results 393 comments of Thomas Altenburger

Found it! It's because each frame in the swapchain holds its own ```MGVK_FrameState.uniforms``` buffer and descriptors only get updated for a specific frame. So what happens is that when the...

Will do. I'll also try to implement cache growth and I'll also check if I can do something to improve the descriptor cache update (I saw your notes [there](https://github.com/MonoGame/MonoGame/blob/08abc250ae0ea31ea477617033f2ba02280b2490/native/monogame/vulkan/MGG_Vulkan.cpp#L1440)).

Rendering issues are fixed in #8957. That was the biggest problem. I'll be moving to other issues now.

Fixed the SDL issues #8958 Now remains the fullscreen/vsync issues, which are likely bound and related to the validation layers errors, so fixing those might just fix all the remaining...

I think that it might be profitable to come up with a universal strategy for loading/unloading graphical assets (textures, render targets, shaders). There are 2 intertwined problems: - loading assets...

I'm almost done with fixing everything that I found. There is only one issue that I'm struggling with. Graphical glitches that depends on the very first ```presentMode``` set when creating...

Now that #8903 is merged, give me 2~3 days to put together a PR with all the fixes I worked on locally and to update the first post with a...

I have rewritten the first post with a more comprehensive list of issues that need to be fixed. I'd get to call for contributions of there particularly hot topics: -...

I've added a task: > We need to verify which version of SPIR-V DXC generates to make sure that it is as low as possible (the Vulkan implementation is 1.0...

> I've added a task: > > > We need to verify which version of SPIR-V DXC generates to make sure that it is as low as possible (the Vulkan...