Ethan Lee

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This kind of reads like a 2019 regression... ~the destination path isn't even correct~ misread the message, seems like they're both source paths... still doesn't explain why it suddenly hates...

Dug into shaders with Esme via Discord and another possible route for shader support is using vkd3d-shader. I originally was thinking the HLSL compiler would be in d3dcompiler, but it...

Gave vkd3d-shader a try and it's very easy to use, but 4_0 sources aren't fully supported yet. MojoShader patch: ~SNIP~

Wrote the d3dcompiler work into a separate binary: https://github.com/flibitijibibo/d3dcompiler-native/blob/main/d3dcompiler.c With this and some MojoShader fixes we're now able to safely compile FNA3D with D3D11, without actually defaulting to D3D11 just...

dxvk-native patch has been merged, the compiler is now the only requirement left.

So while talking with Joshua about some other things, it turns out vkd3d _does_ expose D3DCompile... it's just using a weird __stdcall convention, even on Unix targets. Weird, but nothing...

A quick update on this, posted to the Flatpak thread but is important for the SteamOS side too: https://github.com/flatpak/flatpak/issues/1025#issuecomment-330886755

Looks like that was it! I preloaded air_preload.so in the Flatpak shell and it loaded up. I'll CC you into the other thread so we can figure out how to...

Judging by the reaction I got from the Flatpak devs this is something SteamOS will need to fix... also on the TODO list is updating PulseAudio; @directhex and I are...

This appears to be fixed by using a more recent OS; in running a SteamOS session on Fedora 27 the problem somehow fixed itself, so the workaround isn't necessary. Maybe...