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kvark
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Feb 22, 2019
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Nailed the issue: our Vulkan-targeting GLSL should be outputting the depth in range 0 to 1, unlike what cgmath-rs projections are currently producing. See rustgd/cgmath#449 |
kvark
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grovesNL
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Feb 23, 2019
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Looks good to me, thanks! |
| #[no_mangle] | ||
| pub extern "C" fn wgpu_device_destroy(device_id: BufferId) { | ||
| HUB.devices.unregister(device_id); | ||
| } |
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| @@ -123,5 +123,6 @@ pub fn run<E: Example>(title: &str) { | |||
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| let frame = swap_chain.get_next_texture(); | |||
| example.render(&frame, &mut device); | |||
| running &= !cfg!(feature = "metal-auto-capture"); | |||
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Thanks!
The auto-capture thing was needed as a workaround for debugging while our presentation was broken. Now, one frame is captured automatically even without it, but the option is useful for compute.
… On Feb 23, 2019, at 02:56, bors[bot] ***@***.***> wrote:
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kvark commentedFeb 22, 2019
•
edited
I believe all the nuts and bolts are in place, just figuring out some details of making the shadow match between the rendering and sampling (hence the WIP).Most importantly, this PR includes crucial fixes and improvements of our resource tracking, plus a few fixes in the bind group and texture creation code.