8c8805da40
This uses a complex workaround because we normally draw the last pass straight to the screen. Now, only in the event that feedback is enabled and only if the last pass uses it, we draw to a texture and use glBlitFramebuffer to draw to the screen (saved_framebuffer) instead. |
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SPIRV-Cross@7430e78a8c | ||
glsl.cpp | ||
glsl.h | ||
shader_helpers.cpp | ||
shader_helpers.h | ||
shader_platform.h | ||
slang.cpp |