Evan Hemsley
Evan Hemsley
A single for loop over a Map or Set in TSTL creates 384B of garbage. At 60 frames/sec, that's 1.3MB of garbage per minute, just for one loop. This caused...
TypeScript recently added the ability to incrementally compile to JavaScript, meaning only files that have changed are built. It would greatly reduce build times to enable this in TSTL.
The categories below are mostly suggestions, getting long traces is good but getting all of a game's graphical features will be most helpful. Traces should be sent privately to flibit....
**Describe the bug** When nesting pooled collections inside each other, the debugger crashes when taking a heap snapshot. **To Reproduce** Create a nested collection, for example `PooledDictionary` and attempt to...
## Description I am trying to debug a vertex shader running on point topology, but when I select a vertex in the mesh viewer to debug, the vertex input in...
It turns out that copying to the BAR from the CPU is actually slow, so the concept of a "fast transfer buffer" was not correct in the first place. Getting...
~~We got a report from the Celeste modding/speedrunning community that FNA was causing input latency on keyboard relative to XNA. FNA currently processes keyboard input by processing all keyboard events...
When I run my application, device selection is reported correctly: ``` $ FNA3D_FORCE_DRIVER=Vulkan ./fna3d_replay.exe INFO: FNA3D tracing disabled! INFO: FNA3D Driver: Vulkan INFO: Vulkan Device: AMD Radeon RX 7900 XTX...
Tried to create something that would be as minimally invasive to the rest of the API as possible. When using the graphics shader extension, the rest of the API is...
A reworked API and first-class D3D11 support.