Comments (3)
Thanks Adam! The Vulkan backend is still a work in progress, but this is very valuable information. And thanks for the library, it saved us a ton of time.
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Ah, thanks for the note Adam, we'll definitely fix this stuff up and update the library!
Another issue is that we're not calling the defrag function anywhere...
from filament.
There is no need to call defrag function. Currently defragmentation works only with HOST_VISIBLE (CPU) memory anyway. Allocation algorithm should do a good job at finding optimal place for new allocations.
from filament.
Related Issues (20)
- Repeated calls to sched_setaffinity slow down rendering HOT 1
- Some features are super buggy on Intel iGPUs on macOS Sonoma
- 1.51.4 fails to compile: error: loop variable '[target, setId]' creates a copy from type 'const value_type' (aka 'const pair<const unsigned int, unsigned int>')
- Android crash due to potential tagged pointer misusage HOT 1
- need help with materials (C++)
- fail to build Material.cpp on windows msvc
- Error with wasm version on latest Chrome update HOT 3
- gltfio: Provide new loader suitable for remeshing
- Support KHR_materials_volume HOT 2
- glTF-Sample-Models AnimatedMorphSphere seems wrong HOT 1
- Material / MaterialInstance getName is unset in release mode
- Teared rendering results with artifacts when blend mode is translucent HOT 4
- Android Transparent background rendering always drawn in front of other views HOT 1
- VR like viewport HOT 1
- matc fails compilation on ghost token
- How to get surface illuminance values?
- `setFrameCompletedCallback` is only called once, then it crashes HOT 1
- Calling `getWorldPosition` after calling `setTransform` returns previous value HOT 2
- Feature Request: Set random seed for deterministic rendering HOT 2
- The same material and the same setting parameters result in different display effects between perspective projection and orthographic projection. HOT 3
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