Allow vkCmdBindShadersEXT to "unbind" mesh/task shaders on GPUs that don't support mesh/task shading Fix implementation bugs with vkReleaseSwapchainImagesEXT Improve global queue HIGH and REALTIME priority behavior on Windows Fix an issue with mesh shader output corruptionJune 29th, 2024 - Windo...
Allow vkCmdBindShadersEXT to "unbind" mesh/task shaders on GPUs that don't support mesh/task shading Fix implementation bugs with vkReleaseSwapchainImagesEXT Improve global queue HIGH and REALTIME priority behavior on Windows Fix an issue with mesh shader output corruptionJune 29th, 2024 - Windo...
注意这里的VertexBuffer是一个抽象类,实际上在Runtime它会根据具体的对象的类型执行对应的Create函数,一个VertexBuffer应该具有创建Buffer、BindBuffer和UnbindBuffer的操作,基类接口设计如下: class VertexBuffer { public: virtual ~VertexBuffer() = 0; virtual void Bind() const = 0;// 别忘了加const virtual v...
we cause the buffer object previously bound to that target to become unbound from it. Zero in this cases works a lot like the NULL pointer. This was not strictly necessary, as any later binds to this target will simply unbind what is already there. But unless you have very ...