Andre Weissflog
Andre Weissflog
Please check my most recent comment: https://bugzilla.mozilla.org/show_bug.cgi?id=1947823#c14 I think that comment identifies the problem (the problem occurs when the WGSL struct size used in a storage buffer array isn't a...
I can confirm that those issues are fixed in FF Nightly on macOS (testing here with version `142.0a1 (2025-07-05) (aarch64)`.
Hmm good to know but strange, I would actually have expected that MUSL is the correct C library to use (since Emscripten is also using MUSL).
Hmm, yeah, I tiptoed around being able to select a specific depth- or depth-stencil format, and tbh, I would like to allow some wiggle room in the future too (at...
Sorry, didn't get around yet to look into the PR. I'll try to make some time over the weekend :) I'll most like need to do a little research first...
PS: don't worry about the merge conflict in CHANGELOG.md, I'll take care of that in my merge branch.
Ok, some Metal info: The `Depth24Unorm` formats are only supported on macOS, but not on iOS. That's why WebGPU maps those to the Float32 formats: https://github.com/google/dawn/blob/e1c1d1cdf81dd6af3c74caf7aac55295f0e26bc5/src/dawn/native/metal/UtilsMetal.mm#L252-L258 - I think we...
...and on D3D it's a bit more complicated in Dawn: - `Depth24Plus` is always mapped to `DXGI_FORMAT_D32_FLOAT`, so `Depth32Float` and `Depth24Plus` is identical in Dawn's D3D backend... - `Depth24PlusStencil8` depends...
@kcbanner ^^^ discuss :)
FWIW what I do in sokol_gfx.h is to restrict clamp-to-border to the following hardwired colors (dictated by Metal): - transparent black - opaque black - opaque white The only use...