Stuart Carnie
Stuart Carnie
> I still wonder how we can compile this using the C++17 standard. 🤔 > > https://github.com/godotengine/godot/blob/6732a0fd867f40751c53f8ed7a3a15bf1b45323f/drivers/metal/rendering_device_driver_metal.mm#L1035-L1043 > > cc. @stuartcarnie @adamscott that is in an Objective-C++ file, and only...
@clayjohn do we want to specify changes to how it should work? We could consider generating a new file that generates all the `GLOBAL_DEF`s for the built-in shaders?
@akien-mga I'll have to implement a separate PR to disable argument buffers, as that will be a reasonable amount of work. Doing so will allow us to support mobile devices...
> @stuartcarnie are we removing argument buffers entirely? Or adding a boolean / flag to indicate whether the device supports it and fall back to something else when the device...
Vulkan won't work on devices prior to 2017 either, as Godot requires image cube map textures, which are only supported on 2017 devices and beyond.
To put it another way, there should be no reason to require Vulkan / MoltenVK over Metal for Apple mobile devices, as they support the same range of devices. For...
> Gotcha. Does it fall back to compatibility from metal then? Not sure – would have to ask the rendering team if that is the case.
@TCROC thanks for reporting your issue; I've created #100764 to track it, as I have reproduced it. Fix coming soon.
> Does it work with the rendering driver for `macos` set to `vulkan` in the Project Settings? (Remember to restart the editor after changing it.) @etherealxx confirmed it works if...
Appears unrelated, but I'm seeing the error inside the gles3 code that probably needs to be fixed, as it isn't releasing the texture: 