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Implement Specialization Constants
* Added support to our local copy of SpirV Reflect (which does not support it). * Pass them on render or compute pipeline creation. * Not implemented in our shaders yet.
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12 changed files with 789 additions and 16 deletions
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@ -140,6 +140,8 @@
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</return>
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<argument index="0" name="shader" type="RID">
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</argument>
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<argument index="1" name="specialization_constants" type="RDPipelineSpecializationConstant[]" default="[]">
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</argument>
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<description>
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</description>
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</method>
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@ -580,6 +582,8 @@
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</argument>
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<argument index="9" name="for_render_pass" type="int" default="0">
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</argument>
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<argument index="10" name="specialization_constants" type="RDPipelineSpecializationConstant[]" default="[]">
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</argument>
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<description>
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</description>
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</method>
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@ -1709,6 +1713,12 @@
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</constant>
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<constant name="SHADER_LANGUAGE_HLSL" value="1" enum="ShaderLanguage">
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</constant>
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<constant name="PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL" value="0" enum="PipelineSpecializationConstantType">
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</constant>
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<constant name="PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT" value="1" enum="PipelineSpecializationConstantType">
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</constant>
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<constant name="PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT" value="2" enum="PipelineSpecializationConstantType">
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</constant>
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<constant name="LIMIT_MAX_BOUND_UNIFORM_SETS" value="0" enum="Limit">
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</constant>
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<constant name="LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS" value="1" enum="Limit">
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