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Cross vendor mesh shading #167
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…ge_processing example).
(Which specifies precompiled header memory allocation limit)
Not sure if I know what I'm doing...
…lso be set to not use precompiled headers.
…ing_shaders and ray_tracing_with_shadows_and_ao
TODO: Not sure about the commented-out code in meshlet.task, though.
…der implementations, also paying attention to the #invocations (also groups from host-side)
…ager::update()`, which has led to a lot of useless copying. Also entered characters were not properly passed on in ImGui via `input().entered_characters()`. Furthermore, some formatting fixes/improvements.
And with that, VK_EXT_mesh_shader path for the static_meshlets probably finished (i.e., polished)
* Removed #include <auto_vk_toolkit.hpp> from many files. * Don't need the /Zm1000 compiler flag anymore for MSVC (Which specifies precompiled header memory allocation limit) * #including auto_vk_toolkit in settings.hpp and windows_base.hpp Not sure if I know what I'm doing... * Updated nlohmann/json.hpp, which allows to use `c++latest` * Not forcing including `cg_stdafx.hpp` in both configurations: Debug and Release * Linked to latest Auto-Vk after some #include changes * Those files that do not get the `cg_stdafx.hpp` forced include must also be set to not use precompiled headers. * Switching #include style to using quotes instead of angle brackets for Auto-Vk and Auto-Vk-Toolkit files * Deleted all the nlohmann/json files again, becase we're going to use the single-file version of it. * Added single header version of nlohmann/json.hpp
# Conflicts: # auto_vk # examples/ray_tracing_with_shadows_and_ao/source/ray_tracing_with_shadows_and_ao.cpp # external/universal/include/nlohmann/json.hpp # visual_studio/auto_vk_toolkit/auto_vk_toolkit.vcxproj
# Conflicts: # auto_vk # examples/ray_tracing_with_shadows_and_ao/source/ray_tracing_with_shadows_and_ao.cpp # examples/skinned_meshlets/source/skinned_meshlets.cpp # examples/static_meshlets/source/static_meshlets.cpp
Just not quite yet for the packed/redirected case.
…s convert_for_gpu_usage.
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..using
VK_EXT_mesh_shader
. Both exampled adapted.