bool EXT_depth_clip_enable; bool EXT_device_generated_commands; bool EXT_image_view_min_lod; bool EXT_robustness2; bool EXT_shader_stencil_export; bool EXT_transform_feedback; bool EXT_vertex_attribute_divisor; bool EXT_extended_dynamic_state2; ...
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, barrier); // Update render area vk::LevelIndex dstLevelVk = srcLevelVk + 1; ASSERT(dstLevelVk <= baseLevelVK + levelCount); gl::Extents extents = image->getLevelExtents(dstLevelVk); gl::Rectangle renderArea = gl::Rectangle(0, 0, extents.width...
封装为shaderModule类Create(codeSize, pCode); } shaderModule(shaderModule&& other) noexcept { MoveHandle; } - ~shaderModule() { DestroyHandleBy(vkDestroyShaderModule); } + ~shaderModule() { DestroyHandleBy(vkDestroyShaderModule); } //Getter DefineHandleTypeOperator; DefineAddressFunction; diff ...