Rework API graphique Vulkan - EnTT pour ECS + Chargement modèle 3D assimp + SDL3 pour events input et fenetre + mesh texture camera transform ok + attention tous les assets nouveaus ne sont pas commités et il y a du code test en dur dans scene addentity + restructuration globale
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34
lib/All/SPIRV-Reflect/tests/glsl/buffer_handle_4.glsl
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34
lib/All/SPIRV-Reflect/tests/glsl/buffer_handle_4.glsl
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#version 460 core
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#extension GL_EXT_buffer_reference : require
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#extension GL_EXT_shader_explicit_arithmetic_types_float32 : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int32 : require
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(buffer_reference, buffer_reference_align = 4) readonly buffer ReadVecf
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{
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float32_t values[];
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};
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layout(buffer_reference, buffer_reference_align = 4) writeonly buffer WriteVecf
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{
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float32_t values[];
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};
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layout(push_constant, std430) uniform Parameters
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{
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ReadVecf a;
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ReadVecf b;
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WriteVecf c;
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uint64_t n;
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} params;
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void main()
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{
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uint32_t idx = gl_GlobalInvocationID.x;
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uint32_t stride = gl_NumWorkGroups.x * gl_WorkGroupSize.x;
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for (; idx < params.n; idx += stride) {
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params.c.values[idx] = params.a.values[idx] + params.b.values[idx];
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}
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}
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