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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Backend/DirectVulkan): support compute shaders
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@@ -116,7 +116,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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.TargetGLVersion = {3, 3, 0}, // Target OpenGL Version
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.TargetGLSLVersion = {4, 6, 0}, // Target Shading Language Version
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.Extensions = {V_OpenGL30, V_OpenGL31, V_OpenGL32, // OpenGL Extensions
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V_OpenGL33, E_GL_ARB_draw_buffers_blend},
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V_OpenGL33, E_GL_ARB_draw_buffers_blend,
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E_GL_ARB_compute_shader,
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E_GL_ARB_shader_storage_buffer_object,
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E_GL_ARB_shader_image_load_store,
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E_GL_ARB_program_interface_query},
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.IsCompatibilityProfile = false // Is Compatibility Profile
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},
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.StaticBackendCapability = {.AllowVSOnlyPrograms = false} // Backend Capability
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@@ -172,6 +176,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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funcsTable.GL.GenerateMipmap = GenerateMipmap;
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funcsTable.GL.ReadPixels = ReadPixels;
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funcsTable.GL.GetTexImage = GetTexImage;
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funcsTable.GL.DispatchCompute = DispatchCompute;
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funcsTable.GL.DispatchComputeIndirect = DispatchComputeIndirect;
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funcsTable.GL.MemoryBarrier = MemoryBarrier;
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funcsTable.GL.MemoryBarrierByRegion = MemoryBarrierByRegion;
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funcsTable.GL.BindImageTexture = BindImageTexture;
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funcsTable.GL.GetIntegeri_v = GetIntegeri_v;
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funcsTable.GL.GetInteger64i_v = GetInteger64i_v;
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funcsTable.GL.GetProgramiv = GetProgramiv;
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funcsTable.GL.GetProgramInterfaceiv = GetProgramInterfaceiv;
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funcsTable.GL.GetProgramResourceIndex = GetProgramResourceIndex;
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funcsTable.GL.GetProgramResourceName = GetProgramResourceName;
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funcsTable.GL.GetProgramResourceiv = GetProgramResourceiv;
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funcsTable.GL.GetProgramResourceLocation = GetProgramResourceLocation;
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funcsTable.GL.GetProgramResourceLocationIndex = GetProgramResourceLocationIndex;
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funcsTable.GL.ShaderStorageBlockBinding = ShaderStorageBlockBinding;
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funcsTableInitialized = true;
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}
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return funcsTable;
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