Pedro J. Estébanez
Pedro J. Estébanez
I was building glslang for a platform that doesn't support `PTHREAD_CANCEL_ENABLE` and during the investigation about what it was being used for I realized that its only use belongs in...
I've gotten some crash reports like this: ``` java.lang.RuntimeException: at android.app.ActivityThread.deliverResults (ActivityThread.java:4461) at android.app.ActivityThread.handleSendResult (ActivityThread.java:4503) at android.app.servertransaction.ActivityResultItem.execute (ActivityResultItem.java:49) at android.app.servertransaction.TransactionExecutor.executeCallbacks (TransactionExecutor.java:108) at android.app.servertransaction.TransactionExecutor.execute (TransactionExecutor.java:68) at android.app.ActivityThread$H.handleMessage (ActivityThread.java:1839) at android.os.Handler.dispatchMessage (Handler.java:106)...
This is my approach at making parallel compile/link functional. So far it has worked fine in all my tests. This is not based on the latest commit and would require...
I have reported this in the main ANGLE bug tracker, since, in case I'm right, both sides need to do changes: https://bugs.chromium.org/p/angleproject/issues/detail?id=4953#c1 Quoting it here: **What steps will reproduce the...
# Direct3D 12 Rendering Driver   This is a feature-complete Direct3D 12 RenderingDevice implementation for Godot Engine. It works as a drop-in replacement for the Vulkan...
I've reworked the resource loader so all the kinds of loads (current thread, another thread, multiple threads) cooperate better among them regardless which are in flight. This should get rid...
# Direct3D 12 Rendering Driver (via Mesa 3D's NIR) This is a replacement of #64304. The difference lies in how they approach shader compilation; i.e., how they manage to take...
In short, this removes the ugly aliasing hack used when relaxed casting is not available and adds the proper reinterpret-copy or copy-via-buffer approach. In other words, this PR fixes SDFGI...
1. When available, graphics memory is asked not to be zero-initialized. That brings better performance since in most cases those bytes will be overwritten anyway. 2. Texture memory initialization is...
By now, I've opted to leave it in its own header file, not to grow, say, `typedefs.h`.