Trev Or
Trev Or
Currently, your views are added to the webView as a subview... whilst this means they are shown on screen, they do not move with the webview underneath if it is...
One of the more recent changes to renderer_mtl moved from MTLFeatureSet to MTLGPUFamily, however in many cases it is now using incorrect enum values and tests. For example here: ```...
**Describe the bug** Using derivatives with OpenGL ES shaders (version 3.2 on Android in this case) leads to runtime errors because extensions are being defined after other preprocessor lines. Shader...
**Describe the bug** Metal renderer suffers from issues when using gl_VertexID based draw calls with no index or vertex buffers. Part of the issue appears to be caused by draw.m_streamMask...
typedarray-pool attempts to use the global object here: ``` //Legacy pool support if(!global.__TYPEDARRAY_POOL) { global.__TYPEDARRAY_POOL = { ....... } } ``` I'm running TypeScript tsx files with vite. The code...
In Device.cpp, MapBuffer completely ignores offset creating issues if you are mapping a region of a buffer. Replace with something more like this: ``` VkResult Device::MapBuffer(Buffer* pBuffer, VkDeviceSize offset, VkDeviceSize...
Make the following change in Device.cpp to fix this, it is incorrectly ignoring the .z offset when deciding the current offset. ``` // Each depth layer in a 3D texture...
Begin/EndRenderPass with CLEAR and STORE, but no draw calls won't actually clear and store [fixed]
I don't know if this is a complete fix, but these are the changes that I found to fix the most common case: ``` void StreamEncoder::CmdBeginRenderPass(const VezRenderPassBeginInfo* pBeginInfo) SubpassDesc firstSubpass...
This is because they are coming from an unordered_map and the sets might get shuffled around, the following code in Pipeline.cpp inserts them into a vector in essentially random order:...
I have my machine setup with the latest stable Xcode as well as the beta version for 8.3. The dependencies build process fails like so: ``` Setting up toolchain for...