风易寒
风易寒
When I run my app on android vulkan platform more than one minutes, it always assert failed in vulkan::DescriptorPoolsArena::getNextDescriptorSet() . At the same time, it always works fine on Android...
When I use RenderDoc to capture gpu frame for debug on Vulkan , it always cause RenderDoc remote server disconnected. For example in the Textured3DCubeSession demo. If i use opengl...
Does DeviceFeatureLimits::BufferAlignment mean GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT? If it is , the BufferAlignment on iOS Simulator for metal, it is 256 bytes. And On iOS Device, its is 16 bytes. [https://developer.apple.com/documentation/metal/developing_metal_apps_that_run_in_simulator](https://developer.apple.com/documentation/metal/developing_metal_apps_that_run_in_simulator) 【When you...
in the ActorRef document , it marks "sending a message to a `Ref` whose `Actor` has died is a no-op", but actually is not safe.
The DeviceFeatureLimits::BufferAlignment is not always equals 16 byte on Metal backend. For example , on iOS simulator is 256. [https://developer.apple.com/documentation/metal/developing_metal_apps_that_run_in_simulator](https://developer.apple.com/documentation/metal/developing_metal_apps_that_run_in_simulator) When you set arguments for the render or compute command,...
The DeviceFeatureLimits::BufferAlignment is not always equals 16 byte on OpenGL backend. For example , on iOS phone is 64, on iOS simulator is 256. So use glContext_.getIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &tsize) to get...
There are two questions about switching landscape and portrait mode on vulkan: 1. After opening the app, when rendering vulkan, switch landscape and portrait mode will cause a crash. 2....
```c++ JNIEXPORT void JNICALL Java_com_facebook_igl_shell_SampleLib_surfaceDestroyed(JNIEnv* env, jobject /*obj*/, jobject surface) { // For Vulkan we deallocate the whole renderer and recreate it when surface is re-created. // This is done...
```java java.lang.UnsatisfiedLinkError: No implementation found for boolean com.facebook.igl.shell.SampleLib.isBackendTypeIDSupported(int) (tried Java_com_facebook_igl_shell_SampleLib_isBackendTypeIDSupported and Java_com_facebook_igl_shell_SampleLib_isBackendTypeIDSupported__I) - is the library loaded, e.g. System.loadLibrary? at com.facebook.igl.shell.SampleLib.isBackendTypeIDSupported(Native Method) at com.facebook.igl.shell.SampleActivity.onCreate(SampleActivity.java:54) at android.app.Activity.performCreate(Activity.java:8657) at android.app.Activity.performCreate(Activity.java:8636) at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1417)...
I noticed that even though igl::meta::Buffer is released after running the program for a while, MTLBuffer is not properly released, and the memory keeps increasing. For example, in the screenshot...