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Three of the four properties are simply adding a restriction to an existing public API:
_VULKAN_DEPTHCLAMP_BOOLEAN forces SDL_GPURasterizerState.enable_depth_clip to be set to true,
_VULKAN_DRAWINDIRECTFIRST_BOOLEAN forces SDL_GPUIndirectDrawCommand.first_instance to be set to zero, and
_VULKAN_SAMPLERANISOTROPY_BOOLEAN forces SDL_GPUSamplerCreateInfo.enable_anisotropy to be set to false.
These are all able to be trivially validated by SDL without shader reflection.
If an app dev is designing for Android with these restrictions as well as another platform simultaneously then it may be useful to ensure that the behavior of the API is consistent across all platforms so that any app code written is truly "write once, work everywhere" even if they are opting out of select features.
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Three of the four properties are simply adding a restriction to an existing public API:
_VULKAN_DEPTHCLAMP_BOOLEAN
forcesSDL_GPURasterizerState.enable_depth_clip
to be set to true,_VULKAN_DRAWINDIRECTFIRST_BOOLEAN
forcesSDL_GPUIndirectDrawCommand.first_instance
to be set to zero, and_VULKAN_SAMPLERANISOTROPY_BOOLEAN
forcesSDL_GPUSamplerCreateInfo.enable_anisotropy
to be set to false.These are all able to be trivially validated by SDL without shader reflection.
If an app dev is designing for Android with these restrictions as well as another platform simultaneously then it may be useful to ensure that the behavior of the API is consistent across all platforms so that any app code written is truly "write once, work everywhere" even if they are opting out of select features.
Originally posted by @lmurray in #13016 (comment)
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