implementing proper graphics pipeline creations
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This commit is contained in:
2026-04-24 02:41:37 +02:00
parent 2a427c0b51
commit 5fc7d561fc
8 changed files with 161 additions and 80 deletions
+2
View File
@@ -155,12 +155,14 @@ fn customSoft(b: *std.Build, lib: *std.Build.Step.Compile, options: *std.Build.S
}) orelse return error.UnresolvedDependency;
lib.root_module.addImport("spv", spv.module("spv"));
const single_threaded_option = b.option(bool, "single-threaded", "Single threaded runtime mode") orelse false;
const debug_allocator_option = b.option(bool, "debug-allocator", "Debug device allocator") orelse false;
const shaders_simd_option = b.option(bool, "shader-simd", "Shaders SIMD acceleration") orelse true;
const single_threaded_compute_option = b.option(bool, "single-threaded-compute", "Single threaded compute shaders execution") orelse true;
const compute_dump_early_results_table_option = b.option(u32, "compute-dump-early-results-table", "Dump compute shaders results table before invocation");
const compute_dump_final_results_table_option = b.option(u32, "compute-dump-final-results-table", "Dump compute shaders results table after invocation");
options.addOption(bool, "single_threaded", single_threaded_option);
options.addOption(bool, "debug_allocator", debug_allocator_option);
options.addOption(bool, "shaders_simd", shaders_simd_option);
options.addOption(bool, "single_threaded_compute", single_threaded_compute_option);