paulbartrum
paulbartrum
Looks like int64_t operations are supported in shader model 6.0 and higher. See https://github.com/microsoft/DirectXShaderCompiler/wiki/Shader-Model-6.0 There's a caps bit here (Int64ShaderOps) to check for support: https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_feature_data_d3d12_options1 I couldn't find any documentation...
Your suggestions worked fine for me @Sohra, and you've obviously put a bunch of effort into researching this, so I've applied pretty all your suggestions. > Is this the same...
I honestly didn't even know it was on the Unity Asset Store. There have definitely been a lot of bug fixes since 2011, but on the other hand the author...
I'm assuming this issue is made obsolete by the referenced issue?
I have no idea, sorry. Possibly it doesn't like the way Jurassic does code generation? Try setting `EnableDebugging = true` (before you call `Compile()`) and see if it makes a...
Yes, `CompiledScript.Execute()` should be thread-safe. Edit: provided you use a different ScriptEngine for each thread.
I'm not entirely sure what you're asking. I think what you're doing is essentially the same as what `CompiledScript` does, and therefore it should also be thread-safe.
FYI in javascript `customObject['zoom'] = 1;` is the same as `customObject['zoom'] = 1`. Unfortunately, if you write an indexer like that, it won't get called. You can override GetMissingPropertyValue to...
Yes, there is a `[JSProperty]` attribute that you can use in the same way as `[JSMethod]`. See https://github.com/paulbartrum/jurassic/wiki/Exposing-a-.NET-class-to-JavaScript for an example of `[JSMethod]`.
That's very strange. I can't take a look right now, sorry, I'm on holiday :-) But I'll take a look when I get back.