Comments (20)
Porting to macOS is certainly on our TODO list. Thanks.
from v-ez.
Have the MoltenVK limitations been fixed?
- If so, is it coming? :)
- If not, what are they and have they been raised to the MoltenVK project? Since it's OpenSource, someone might actually be able to patch the limitations, or do some intermediate layer between V-EZ and MoltenVk, or something.
from v-ez.
You running that on a Retina display? If you are and you are also using glfw, check the glfw docs about using glfwGetFramebufferSize instead of glfwGetWindowSize.
from v-ez.
Maybe, I'm not familiar with Mac (it is a Macbook).
Thanks for the suggestion! I'll test it out.
from v-ez.
It needs a little patching. I haven't grabbed full changelogs from team yet.
Here is a Saga3D Triangle sample running on real iPhone we have today.
from v-ez.
Three cheers for @manhnt9 coming through for us :D
(I could probably reuse this)
from v-ez.
+1
from v-ez.
+1
from v-ez.
This is currently being investigated however there are still limitations with MoltenVK. If the various issues I've encountered can be fixed, macOS support will be part of the next release.
from v-ez.
Thanks.. have you reported, by opening separate issues on MoltenVK Github site?.. they are supportive and if they take care of issues you found may be useful for other project MacOS ports also..
from v-ez.
@soconne can you point us in the direction of the issues that are blockers? Incase myself or someone else has some bandwidth to take a look.
from v-ez.
Given that macOS is on the roadmap, are iOS and Android support on that roadmap as well?
from v-ez.
iOS and Android are unlikely to get full support as AMD does not have hardware for either of those platforms. However since V-EZ is open source, you can always try to get it compiling on them.
from v-ez.
What is the status of MoltenVK integration? Using E-VZ on MacOS would be really useful.
from v-ez.
Please point out what are limitations of MoltenVK affecting V-EZ and progress updates.
I'm glad to investigate and help resolving the issues.
from v-ez.
Our attempt to port V-EZ to MacOS.
It works but currently the window resolution is wrong somehow.
Running on Intel(R) Iris(TM) Graphics 550
from v-ez.
We've succesfully built and run Saga3D (which uses V-EZ underlying) on MacOS, some samples are working on iOS initially. Saga3D is 90% ported for iOS, more news is coming!
from v-ez.
@manhnt9 , nice.. current MoltenVK 1.0.36 in SDK 1.1.114 works out of the box? or V-EZ needs some MoltenVK patches?
thanks..
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We are able to load a mesh and render it on iPhone 6 with V-EZ.
Check out Saga3D (ios branch) here: https://gitlab.com/InnerPieceOSS/Saga3D/
Since V-EZ's repo is inactive now, I'm not sure how we would contribute back to it.
If V-EZ gets too long to be updated we may step up to maintain our own fork.
There was some progress on Android by us too.
from v-ez.
Feel free to fork their repo here and introduce a PR. We can probably source your patches from there :)
from v-ez.
Related Issues (20)
- Macro produces non-portable functions HOT 1
- Why no comments? HOT 2
- StreamEncoder::CmdEndRenderPass() wrong barriers bug HOT 1
- "VEZ.h" has unknown type name errors? HOT 7
- Documentation lacks compute pipeline invocation instruction
- 'maxTransferBlocksY' not used in Device::CompressedImageSubData HOT 1
- Validation error in shadow mapping sample HOT 1
- Subpasses example segfaults HOT 1
- DescriptorPool leaks when exceeding m_maxSetsPerPool HOT 2
- V-EZ is unmaintained, what's next? HOT 9
- 使用cmake编译vez出错
- Incorrect index in StreamDecoder::CmdClearAttachments
- CmdClearAttachments no effect when no pipelines in renderpass
- Pipeline barrier issue with srcAccessMask and srcStageMask
- Divide by zero in compressed image subdata HOT 2
- Incorrect cached pipeline as GraphicsState not copy safe
- Begin/EndRenderPass with CLEAR and STORE, but no draw calls won't actually clear and store [fixed] HOT 1
- If using multiple sets in a shader, they may be ordered incorrectly when creating a descriptor [fixed] HOT 1
- UncompressedImageSubData fails to update the correct Z/depth of a 3d texture [fixed]
- Device::MapBuffer ignores offset param [fixed]
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