riperiperi
riperiperi
I've pushed a fix for the screen going black. It seems that several scenes use MSAA targets (which were not allowed to scale), and opengl was having trouble blitting from...
Note: right now, msaa textures cannot retain their data through a scale change.
This issue is caused by res scale, it won't appear at 1x.
> How is this still a problem after almost a year? Because it has never happened to a developer, and nobody it has happened to has really followed up. Double...
Looks good. In future to prevent lost reviews and comment history just force push changes to your branch.
Unwinding does appear to be fine. I think my rebase was broken because you merged upstream rather than rebasing, but that's entirely fine.
With POWER, things have changed a little here. You'll note that now the first creation of the Translator instance creates and installs a signal handler, which isn't great for disposing...
What GPU and backend is this?
You still haven't said what GPU is causing the clock issue. EDIT: never mind, this was in the initial post. It's an AMD polaris gpu.
Why not have the `hostTexture != null && texture.Target == Target.TextureBuffer` path set `state.CachedTexture` to null? I think that right now, the problem is that this value is stale from...