gdkchan
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...
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,...
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...
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...
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...
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,...
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...
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...
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...
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...