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Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
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Pass instanced state of a draw invocation as an argument instead of
having two separate virtual methods.
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Removes bounds checking from "texceptions" instances.
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This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes
care of joining all parts of the backend and rendering accordingly on
demand.
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