RGL
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RavEngine Graphics Library - a thin RHI for Vulkan, DirectX12, and Metal
Currently, the D3D12 backend does not collapse `ResourceBarrier` commands. This is inefficient.  `CommandBufferD3D12` handles all barrier usage automatically. We may want to consider an approach similar to what `CommandBufferVk`...
RGL-Samples/01-HelloTriangle/hellotriangle.cpp:161:62: error: cannot convert ‘’ to ‘const RGL::RenderPipelineDescriptor&’ 161 | renderPipeline = device->CreateRenderPipeline({ | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~ 162 | .stages = { | ~~~~~~~~~~~ 163 | { | ~ 164 | .type...