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https://git.code.sf.net/p/quake/quakeforge
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2be19046b6
This may seem a little contradictory, but it's due to the difference between a high level (engine) render pass and a Vulkan render pass object (and quite likely a poor choice in names for the high level object). This is necessary for supporting compute shader dispatches as they cannot be submitted inside a Vulkan render pass. |
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.. | ||
audio | ||
client | ||
console | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |