You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
- Refactored to be more similar to EntryPoint
- Added shader stages for Vulkan interop
- GLSL assembler regards textures in layout
- Added hashing methods for layouts and
modules with applied layouts.
See: aardvark-platform/aardvark.rendering#76
The Vulkan backend currently does not support dynamic shaders (i.e.
FShade.Surface
). The following needs to be done:PipelineLayout.ofEffectInputLayout
fshadeThingCache
cache inResourceManager
to not use the render pass directly as key (see Shader caches do not work as intended with IFrameBufferSignature #68).The text was updated successfully, but these errors were encountered: