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/spec_constants/convert.comp
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34
lib/All/SPIRV-Reflect/tests/spec_constants/convert.comp
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#version 450
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#extension GL_EXT_shader_explicit_arithmetic_types_int64: enable
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layout(local_size_x = 1) in;
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layout(constant_id = 0) const int64_t SONE = 1;
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layout(constant_id = 1) const uint64_t UONE = 1;
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layout(constant_id = 2) const float F_ONE = 1.0;
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layout(constant_id = 3) const double D_ONE = 1.0;
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const uint U_SONE = uint(SONE);
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const uint U_UONE = uint(UONE);
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const int S_SONE = int(SONE);
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const int S_UONE = int(UONE);
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const float F_ONE2 = float(D_ONE);
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const double D_ONE2 = double(F_ONE);
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#define DUMMY_SSBO(name, bind, size) layout(std430, set = 0, binding = bind) buffer SSBO_##name { float val[size]; float dummy; } name
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DUMMY_SSBO(U_Sone, 0, U_SONE);
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DUMMY_SSBO(U_Uone, 1, U_UONE);
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DUMMY_SSBO(S_Sone, 2, S_SONE);
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DUMMY_SSBO(S_Uone, 3, S_UONE);
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void main()
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{
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U_Sone.val[0] = F_ONE;
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U_Uone.val[0] = F_ONE;
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S_Sone.val[0] = F_ONE2;
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S_Uone.val[0] = F_ONE2;
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}
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