gdkchan

Results 88 issues of gdkchan

Currently, we assume render targets that are bound are always going to be modified. This is often, but not always the case. For example, if a fragment shader always discards...

gpu
fix

This is adding a few features that have been requested related to hotkeys on Avalonia: - Allow the few missing options that does have hotkeys to be configured (toggle fullscreen,...

enhancement
gui

This is yet another take on the bindless textures problem. This change aims to solve a specific problem: Games that use arrays of samplers on the shader. We already have...

gpu
graphics-backend:vulkan
graphics-backend:opengl

Fixes two regressions from #6182. - Render passes were never being disposed, causing a render pass leak. - Swapchain image views were not disposed due to the `_gd.Textures.Remove(this)` check. Those...

gpu
fix
graphics-backend:vulkan

Drawing using patches topology without a tessellation shader is invalid according to the Vulkan spec. It crashes on AMD, I'm not sure what the behaviour is on NVIDIA, but it...

gpu
fix
graphics-backend:vulkan
graphics-vendor:amd

Apparently it is not working on those GPUs. Additionally moves vendor information init logic out of the `PrintGpuInformation` method, since it does not make sense for that to be there,...

gpu
fix
graphics-backend:vulkan
graphics-vendor:intel

Part 2 of #6489. This adds support for bindless emulation building on the foundation that was added on the linked PR. The main difference is that instead of handles sourced...

gpu
graphics-backend:vulkan
graphics-backend:opengl

Since #6356, it is no longer used. While I do think it would be useful in some cases to keep it (mainly for testing purposes), I would rather remove it...

cpu
horizon
kernel

Thanks to #6057 and #6356, most performance and compatibility issues with JIT have been fixed. Since some games freezes randomly when using hypervisor, I believe using JIT is a better...

gui

The `UpdateMapping` method removes and adds a new texture, so it must take a look for the textures tree, since it might be accessed by another thread (for example, on...

gpu
fix