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Hello, first off I want to say thanks for how awesome the gpu api is. Performance is amazing compared to OpenGL.
So I encountered a cross-platform quirk on iOS where I get a Metal assert about stencil info not being initialized when I'm only working with the depth buffer. On macOS Metal it works fine without setting the SDL_GPUDepthStencilState stencil parts. On iOS setting enable_stencil_test to true, compare_op to always true, and every stencil op in front_stencil_state and back_stencil_state to KEEP fixes it. Maybe some additional docs about this could help, or would it be a good idea to have reasonable defaults set on iOS?
The text was updated successfully, but these errors were encountered:
So either the initialized value is wrong or we just have to unconditionally initialize the front/back stencil descriptors. Spydog should be able to look at this soon, but if what I described fixes it I can merge a PR right away.
Hello, first off I want to say thanks for how awesome the gpu api is. Performance is amazing compared to OpenGL.
So I encountered a cross-platform quirk on iOS where I get a Metal assert about stencil info not being initialized when I'm only working with the depth buffer. On macOS Metal it works fine without setting the SDL_GPUDepthStencilState stencil parts. On iOS setting enable_stencil_test to true, compare_op to always true, and every stencil op in front_stencil_state and back_stencil_state to KEEP fixes it. Maybe some additional docs about this could help, or would it be a good idea to have reasonable defaults set on iOS?
The text was updated successfully, but these errors were encountered: