examples: Outcomes of running the examples on Windows #1429
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hexops/mach#1429
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A #1315-styled overview of the results of trying to compile and run all examples with all sysgpu backends on Win10 64 bit.
Mach: current mach master (8ef422777...)
Zig: 0.14.0-dev.2577+271452d22
iGPU: Intel UHD Graphics 620 (i7-8550U)
dGPU: NVIDIA GeForce GTX 1050
D3D12 versions were tested with both the iGPU and dGPU. Vulkan seems to ignore the Windows GPU setting, so the tests were only done for the dGPU.
Explainations
❓(Metal only): Fails to compile with the following error
As Metal is iOS-only and the error is ObjectiveC-related, this might be the expected outcome.
🔥 Fails to compile due to the listed OpenGL-related errors, see below for further info.
args
Shown here for the
custom-rendererexample.context
ints
🛠️ (WebGPU only): Reports itself as being unsupported:
Nothing to do here really, this error is quite clear.
glyphs
Renders one frame every ~7 seconds on the iGPU. When a frame finally renders, a message like this being written out.
App is otherwise unresponsive and has to be killed externally (^C, task manager).
(Address after the
Shader@differs between executions and programs, position after address differs between programs).On the dGPU, the program crashes after failing to allocate a texture:
⚠️: Prints the a warning like this on startup
(Address after the
Shader@differs between executions and programs, position after address differs between programs).core-transparent-window
This example behaves very oddly:
↔️: Crash on window resize
Trace is from
core-triangle💾: Crashes with OOM error
Variant 1
Variant 2
Here shown for the
glyphsexample.I might have snipped too much of some of the stacktraces in order to not make the issue longer than it already is. Let me know and I'll provide the full trace.