Stuart Carnie

Results 124 comments of Stuart Carnie

@georgwacker those numbers are more in line and expected. MoltenVK has a little advantage here, as Metal has to convert all the SPIRV to MSL during the calls to `shader_compile_binary_from_spirv`,...

Further to @kisg's question about #102552, I am planning to leverage the Metal compiler tools, when available on Windows and macOS, so that baking shaders will not only generate the...

> I forgot about iOS' limit of 2 concurrent pipeline compiles. It really complicates the async compilation approach. We rely on being able to throw a bunch of stuff at...

> I have tried this patch, and here are some findings in launching the Godot editor on iOS, using 4.4 with both cases. @migueldeicaza that's great and in line with...

> Also worth noting that, once we merge the shader baking PR, your end users should never hit the cold path Can't wait for that one! By that point, the...

As noted in #26156: > User must have an option available to them to do a hard delete (CLI option). **This can be as a flag/option of the existing delete...

Making good progress ![Image](https://github.com/user-attachments/assets/bb6ce388-3484-428c-ae51-0510977ff86a)

> Can this work in single window mode? Yes, it does work in single-window mode. @Calinou what mechanism do you think you might use for Linux and Windows to display...

Will be able to close this when the following PR merges: - godotengine/godot/pull/105884

This may not be relevant here, as the client can create the new view over the texture themselves. In Metal there is a the ability to [create a new texture...