Stuart Carnie
Stuart Carnie
I'm seeing this in Godot when setting `MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS=1` running MoltenVK 1.3.290 ``` [mvk-error] SPIR-V to MSL conversion error: Argument buffer resource base type could not be determined. When padding argument...
@billhollings thanks for the feedback – once I get further along with my work in Godot, that requires these improvements, I'll either compile from source or pull down the official...
@garylfowler can you clarify the details of what a "log entry" is?
This is a known issue, as Godot's frame timing is not compatible with TBDR GPUs (mobile and Apple M-series). Working on some ideas to resolve it.
I tried the 2D lights and shadows demo, as I already had that setup, and it is still working with the Forward Mobile renderer, but Forward+ is definitely returning a...
> > Also something to note, Forward+ works without issue. I was only having issues with the Mobile renderer > > In this case, it probably is a Metal renderer...
> Did the MRP work on your iPhone 13 with mobile renderer? Just trying that now
It is reproducible – the issue is in the Metal renderer and related to how SPIRV-Cross generates the shader interface for iOS vs macOS for certain shaders. Turns out that...
Fix coming via #99820
@TCROC I think I see that you have an Apple5 GPU device (2018), which is unfortunately too low for the change I had to make. The minimum version is now...