cbackas42

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I'm having this exact same issue; the dispatch source never fires when trying to talk to an Arduino device. I also DO get data if I use a simpler approach...

I've spent a maddening amount of time on this. No matter what I do or setting I change, dispatch_source just will never fire on this thing. I tried implementing select()...

Yup. Pretty bizarre is about right! I agree the math doesn't make a ton of sense. All I know from debugging the shader timeout was that those are the dimensions...

> The issue is that when FFXIV draws without render targets, wined3d, and I believe DXVK, create a render pass with maximum possible render area and framebuffer sizes, with the...

Sounds good, I look forward to that change appearing at some point! I tried @billhollings suggestion above with selectively called setConfigurationResult() with an error, but it just resulted in "A...

Update here; for our purposes in FFXIV we were able to fix this with a small hack to DXVK, the diff of which can be found here: https://github.com/Gcenx/DXVK-macOS/pull/3 The hack...

> but presumably this will still allocate a significant chunk of unused memory to cover one very large texture of only one layer (as opposed to I guess the 2048...

Thanks Bill; I went back to an older release of XIV On Mac with a DXVK prior to when we'd applied our patch, and dropped in an MVK built with...

Tested on a Studio Ultra 128GB on the unpatched DXVK; the problem appears to be solved! Thank you so much!

Oh no! It was too good to be true... The game is doing early startup, with no fixes in place it causes the giant allocation prior to drawing anything at...