Hi list,
HEre is the slightly late next release. We're basically caught up to
where we should be at this point, we've just got a handful of patches
that are causing regressions or don't apply for me to work through
before the next release.
In this release we have lots of patches for all over the
Ok, with the workaround I can see the scene and the frame times are
absolutely fantastic. Thank you so much once again for this find! Now I can
close all 110 of my Chrome tabs :)
Best regards,
George
On Fri, Apr 7, 2023 at 5:34 PM Mike Blumenkrantz <
michael.blumenkra...@gmail.com> wrote:
> You
You can try deleting the lvp_find_inlinable_uniforms() call from
lvp_pipeline.c as a temporary workaround. I'll try something on my end to
make this less stupid.
On Fri, Apr 7, 2023 at 10:22 AM George Karpathios wrote:
> Awesome, thanks for the tip!
>
> Well now I indeed get *very* nice frame ti
Awesome, thanks for the tip!
Well now I indeed get *very* nice frame times. Great catch, thank you! But
I don't see anything on the viewport, I guess due to the early return. How
should I proceed?
Best regards,
George
On Fri, Apr 7, 2023 at 4:56 PM Mike Blumenkrantz <
michael.blumenkra...@gmail
Looks like it's compiling a lot of shader variants.
You could try adding a return at the top of update_inline_shader_state() to
see if it's trying too hard to inline.
On Fri, Apr 7, 2023 at 9:53 AM George Karpathios wrote:
> Hi again, thank you Adam & Marek for your feedback! I appreciate it.
>
Hi again, thank you Adam & Marek for your feedback! I appreciate it.
Unfortunately It's the same amount of time even if I skip the swapchain. I
have profiled some seconds of the execution using Visual Studio's profiler
(with the swapchain, normally) while panning an almost empty scene, and
it's id