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Repo info
Activity
    Benedikt Stebner
    @Gillibald
    Currently native assets are broken for. Net Framework builds when AnyCpu is used. If we could specify the assets explicitly there would be no issue. Also custom builds just require a package reference. Currently we have exclude native assets from the main package.
    Matthew Leibowitz
    @mattleibow_twitter
    Hi folks, not sure if it was someone here or on Twitter that said they didn't like the fact a dotnet publish put all the native runtimes in the output folder of the apps...
    For example a dotnet publish for a netcoreapp3.0 will put tizen and ios
    I was thinking if you had any opinions or actual use cases, then just drop a comment here: https://github.com/mono/mono/SkiaSharp#1301
    Michal Dobrodenka
    @michaldobrodenka
    @mattleibow_twitter wrong link - correct link mono/SkiaSharp#1301
    Matthew Leibowitz
    @mattleibow
    Ah, thanks.
    Seems my slack-to-gitter bot is not getting it right again
    Paul den Dulk
    @pauldendulk
    @mattleibow_twitter hi there! I can't find a way to cap the frame rate of a SkiaSharp SKGLView. Is this possible at all?
    We are adding more animations and would like to cap the frame rate to reduce the power consumption, especially for mobile this can be important.
    Matthew Leibowitz
    @mattleibow_twitter
    What platform is this? Android? iOS should be good because it uses the display link. Last I checked, android was free running :disappointed:
    Right now, once way is to use a timer.
    I need to have a look at how you are supposed to implement this.
    Tomasz Cielecki
    @Cheesebaron
    @pauldendulk what we do is to set the SKGLView to only redraw when dirty. And have a controller which invalidates the view while the "rendering" we are doing on it claims it is dirty or when it fires an event when it needs a redraw
    Paul den Dulk
    @pauldendulk
    @mattleibow @Cheesebaron We will use it for all platforms. We now have a solution where use a timer to invalidate the canvas. It works okay. Not sure how it affects the smoothness of the animation. A simpler solution would be to invalidate the canvas within the render loop while the animation lasts. In that case I would like to cap the frames per second. I was expecting something like that was present, but if it is not it is not a big issue for us.
    Paul den Dulk
    @pauldendulk
    I would be interested to know how this is implemented in game components. I could calculate the time left until the next frame should start and pause for that duration in the renderloop. Would that be a smart solution? How to pause? Use Thread.Sleep? What would be the best option performance wise?
    Nikita Tsukanov
    @kekekeks
    @mattleibow_twitter @mattleibow is there some nuget feed where I can get SkRuntimeEffect binaries?
    Matthew Leibowitz
    @mattleibow_twitter
    Coming really soon. Just getting CI finished. For some arb reason it failed, but a retry should do it
    I am doing some more work to make the "set" api much better and be a case of:
    var inputs = new SKRuntimeEffectInputs(effect) { ["abc"] = 1f }
    As soon as it is up, i'll ping you and then you can let me know if things feel clunky or whatnot
    I am hoping to get a nice and friendly api
    Nikita Tsukanov
    @kekekeks
    really looking forward to porting some examples from shadertoy
    Matthew Leibowitz
    @mattleibow_twitter
    @kekekeks it is ready to eat! Check out package versions 2.84.0-pr.1321.3
    I got a new build coming some with some nice things, i'll push that too
    Nikita Tsukanov
    @kekekeks
    :+1:
    Nikita Tsukanov
    @kekekeks
    @mattleibow_twitter @mattleibow it seems that SkSL doesn't support the out keyword
    in glsl
    it just gets stripped from the final glsl
    Nikita Tsukanov
    @kekekeks
    inout also doesn't seem to work for some reason
    Matthew Leibowitz
    @mattleibow_twitter
    inout seems to be pretty common in the samples and tests
    they seem to have out and inout in the final compilation...
    but interestingly not on the input...
    seems inout is mostly used in the main method
    Nikita Tsukanov
    @kekekeks
    float func2( float2 q, inout float4 ron )
    {
        ron = float4(1., 0., 0., 1.);
        return 0;
    }
    gets compiled to
    float func2_Stage1_c0(vec2 q, vec4 ron) {
        return 0.0;
    }
    Nikita Tsukanov
    @kekekeks
    how exactly that SkRuntimeShader works?
    it seems that main gets transformed into another function
    global variables don't seem to be supported either
    Nikita Tsukanov
    @kekekeks
    it seems that SkRuntimeEffect doesn't expose the full SKSL
    An extension of SkSL allows for the creation of fragment processors in pure
    SkSL. The program defines its inputs similarly to a normal SkSL program (with
    'in' and 'uniform' variables), but the 'main()' function represents only this
    fragment processor's portion of the overall fragment shader.
    Nikita Tsukanov
    @kekekeks
    That's what SkRuntimeEffect is doing, I guess
    Nikita Tsukanov
    @kekekeks
    Matthew Leibowitz
    @mattleibow_twitter
    NICE!
    Both hideously ugly and incredibly beautiful at the same time! This opens up the door to do some really awesome things!
    I wonder how good the CPU interpreter is... If that works, then we can really do fun things
    I keep watching it. lol very nice
    Nikita Tsukanov
    @kekekeks
    Guillaume Sornin-Eniona
    @GuillaumeSE
    Hey guys
    has you may know, firebase crashlytics will replace the old fabric Crashlytics
    https://mvnrepository.com/artifact/com.google.firebase/firebase-crashlytics
    Until now we don't have binding for it yet. Any ETA about this one when will be ready?
    Thanks!
    Jonathan Dick
    @Redth
    not sure if @moljac is working on those or not