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RHI

Render Hardware Interface. With DX11 and Vulkan backends

Shader

All backends accept SPIR-V as the common shader format, and resource binding is done in the manner of Vulkan, i.e., using descriptor sets. As a result, SPIRV-Cross becomes a dependency for this project as non-vulkan backends need to translate SPIR-V binary into their respecting shader formats.

RHI just needs to link against spirv-cross-glsl target. Make sure this target is built or imported somewhere in your cmake project.

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Render Hardware Interface. With DX11 and Vulkan backends

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