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Relax nvrhi push constant limits to permit platform-specific runtime checks #6
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Update to latest main
It's only supported in DX12 so far.
CMakeLists fix for NVRHI shader compiler to support AppleClang
This reverts commit 6cd0688.
It's only supported in DX12 so far.
I encountered a build error in m1 mac, in vulkan-resource-bindings.cpp related to the hash_combine function. The error is as follows:
I've made some adjustments to resolve this issue
Thanks! |
Sorry about that. If you are using Robert's nvrhi head branch I should have mentioned that you also need to apply #4. This solves the same problem. I hope you didn't spend too much time on it. FYI - @RobertBeckebans has not yet merged these PRs since the release version of the game currently works off a detached head at commit 1cbc9e9. Perhaps he will update this soon to include improvements from Nvidia's upstream branch and these local changes. |
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Rebased onto updated nvrhi main... |
Expand platform push constant limits to 256 bytes on Windows and Linux, and 4096 bytes on macOS. Application can then determine and enforce application-specific and GPU-specific limits at runtime.