Robin Kertels

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No idea how to fix those, I don't have any Apple hardware.

@Sam-Belliveau left one is the PR. As far as I can tell, it doesn't fix any issues, it's just utterly broken in those games on Mac OS.

I addressed most of the feedback. I also made a minor change to shutdown which should hopefully fix that assert that @Miksel12 ran into.

@GreenShadows There's no way this PR can cause that.

No it didn't and that also wouldn't magically turn it off. It would just crash if that was the case.

@golivax I'm happy to hear that!

All of those FIFOCI fails are in the OpenGL renderer which this PR doesn't touch. Besides that, the before and after screenshots are identical anyway.

This will be a pain to rebase after #11548

@iwubcode You can't write buffers from multiple threads with D3D11. Lifetimes also become very problematic. In the Vulkan backend this is pretty easy to solve because Vulkan resources need to...

I guess it's possible to optionally expose permanent mapped buffers and refactor the backend to **also** work like that. It would essentially mean having one code path for D3D11 and...