attilaz
attilaz
Metal implementation should follow what other renderers do. Maybe I am missing something but I don't think that framebuffer's index is stable enough for hashing pipeline states. Create, destroy then...
I have checked this on an intel macbook and cannot reproduce it. Does nextDrawable returns nil when the window is not visible? on iOS and tvOS you shouldn't use GPU...
- (void)windowDidChangeOcclusionState:(NSNotification *)notification; https://stackoverflow.com/questions/24086398/viewwillappear-or-viewdidappear-on-nswindowcontroller I have tested it with minimize and hiding behind another window and it worked well. It could be added here: https://github.com/bkaradzic/bgfx/blob/3d4bd88c0635b614b453aac1003cc56a11d1ccf0/examples/common/entry/entry_osx.mm#L832 And pass it to s_ctx...
Hi, Sorry I somehow missed this issue. I have checked it now. I can reproduce the problem. Current metal renderer doesn't support switching back to msaa buffer. On Tiled/Deferred gpus...
requestScreenshot can be used to get the content of a window's backbuffer. On Metal this is CAMetalLayer's nextdrawable's texture. By default it has a property of framebufferOnly. This means we...
@bkaradzic "cache values" means storing every requestScreenShot param pairs (fb handle, filename) in an array in every renderer then process at the end of submit? This seems too much change...
@bkaradzic great, thanks! @georged-youi great! I will test it on my setup, and if I find no problem will send PR.
I have just tested the latest bgfx version on macos (metal renderer) and the 'screenShot' callback function was called with proper data and tga/png images was succesfully saved. @klob Are...
@bkaradzic AFAIK MTLBuffer cannot be resized. But A: we can allocate a larger buffer when needed and release current one when the current frame is finished processing (using CommandQueueMtl::release) B:...
I haven't tried catalyst, but after reading the docs from the metal renderer point of view catalyst supports the same features as macos. Because it runs on the same hardware....