Open aconstlink opened 8 months ago
The first integration in d3d11 works just fine and harmonizes well with the rest of the api.
I took the sample code from the first graphics test and changed so that it uses msl instead of the concrete api shaders.
It also occurred to my that the component-wise *
operation is still not working in msl. I thought I fixed that...
Along with the rendering api shaders, a msl shader needs to be passable along with the shader object so the concrete shader can be generated within the concrete backend.
shader_api_type::msl_4_0
The rendering generation starts a version 4 so msl should do so too. Just in case we would like to go back in time in terms of graphics apis.