etinquis

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Added test to dump backend info: ![Screenshot_20220114-140149_VeldridTestsAndroid](https://user-images.githubusercontent.com/579018/149591324-6e4d0cd9-c2dd-46e0-9820-8ae7ab0ce640.jpg) ![Screenshot_20220114-140156_VeldridTestsAndroid](https://user-images.githubusercontent.com/579018/149591328-f314bb8a-ee7f-4aef-a386-07b143083ad0.jpg)

+1 for merging this, it was invaluable for fixing the linked issue.

@redcape Yeah it seems like it, but one can only hope 😄

I've managed to get it working with the following dockerfile, building nashorn, renaming all the classes into the old namespace with jarjar, and copying the jars over into the mockserver...

[This](https://github.com/openjdk/nashorn/blob/2eb88e4024023ee8e9baacb7736f914e3aa68aa4/src/org.openjdk.nashorn/share/classes/org/openjdk/nashorn/internal/codegen/CodeGenerator.java#L4646) and any other string-based references to class paths is my guess. I doubt jarjar will be modifying any strings like that, so short of patching the nashorn code directly...

OpenGL progress ![image](https://user-images.githubusercontent.com/579018/146690725-573bcd1d-7902-4c13-9b5f-4cad4b78835c.png) Added cubemap tests to veldrid that the cover the cubemap generation that was previously broken. Passing in OpenGL and Vulkan, failing in D3D11. ![image](https://user-images.githubusercontent.com/579018/146690909-453ad069-151c-438e-969e-e31dc00b6f07.png) There appears to...

OpenGL working now; was an issue with resource naming in the sample. ![image](https://user-images.githubusercontent.com/579018/146691994-af6510f7-c1a7-433c-9813-467536e9f8e1.png)

Most of the d3d11 test failures were problems with the tests. I was ignoring the existence of row pitches, causing reads of memory outside of the intended bounds of the...

Tests passing now ![image](https://user-images.githubusercontent.com/579018/146872773-25bf6cb3-1f90-488f-91c4-5d061101a911.png) Been focusing on OSX. Added https://github.com/etinquis/veldrid-spirv/tree/feature/setshaderversion to the list of dependency changes (this adds the ability to set shader version when cross-compiling, and lets me up...

Direct3D11 is no longer completely unsupported, though it's looking stellar ![image](https://user-images.githubusercontent.com/579018/147005516-3f6070b7-1490-4b7e-a655-bb92eb9d5956.png)