Robin Kertels
Robin Kertels
As far as I'm aware, Zink still relies on the Mesa internals for presentation.
Wouldn't it make more sense to use VK_EXT_vertex_input_dynamic_state on Vulkan when supported (Nvidia GPUs)?
A bisect would be useful.
Sounds good, I'm looking forward to your PR. :)
Could be a case where we're not synchronizing with the GPU in some place where we should. That would make it essentially a race condition and desktop compositing could impact...
Closing this because it's mostly likely just caused by the new UI using shared resources, something we cannot support on Windows. The game works fine on Linux.
WPF also disables hardware acceleration if we lie and tell the application that only shader model 1 is supported. We've added that workaround for a couple of applications but it's...
The apitrace replays just fine. This might be a driver bug. 
Never mind, it's there right at the end.
The fixed function vertex shader used for the UI at the end uses DXVK_TSS_TCI_CAMERASPACEREFLECTIONVECTOR with DXVK. If I edit the shader to just use the input texture coordinate, it renders...