Validate packaged P3 shaders and describe bounded shadow atlases

This commit is contained in:
Emil
2026-09-24 04:12:29 +03:00
parent 68261e1401
commit 0ccea33005
5 changed files with 50 additions and 8 deletions
+4 -1
View File
@@ -92,7 +92,10 @@ int tool_main(int argc, char** argv) {
fs::copy_options::overwrite_existing);
for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain", "lightTileMain",
"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
"gpuHzbMain", "gpuPostCullMain"})
"gpuHzbMain", "gpuPostCullMain", "temporalResolveMain",
"temporalCompositeVertexMain", "temporalCompositeFragmentMain",
"temporalVertexMain", "temporalFragmentMain",
"gpuTemporalVertexMain"})
for (const auto* extension : {".spv", ".reflection.json"})
atomic_write(build / "shaders" / (std::string(entry) + extension), "fixture\n");
return 0;