working on d3d11 backend

This commit is contained in:
2025-09-05 00:08:58 +02:00
parent 84bb6854c1
commit aceec58473
16 changed files with 269 additions and 68 deletions

View File

@@ -19,16 +19,6 @@ PulseComputePipeline VulkanCreateComputePipeline(PulseDevice device, const Pulse
pipeline->driver_data = vulkan_pipeline;
if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(device->backend))
{
if(info->code == PULSE_NULLPTR)
PulseLogError(device->backend, "invalid code pointer passed to PulseComputePipelineCreateInfo");
if(info->entrypoint == PULSE_NULLPTR)
PulseLogError(device->backend, "invalid entrypoint pointer passed to PulseComputePipelineCreateInfo");
if(info->format == PULSE_SHADER_FORMAT_SPIRV_BIT && (device->backend->supported_shader_formats & PULSE_SHADER_FORMAT_SPIRV_BIT) == 0)
PulseLogError(device->backend, "invalid shader format passed to PulseComputePipelineCreateInfo");
}
VkShaderModuleCreateInfo shader_module_create_info = { 0 };
shader_module_create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shader_module_create_info.codeSize = info->code_size;