Detects ARB_bindless_texture + ARB_shader_draw_parameters at startup when WbFoundationFlag is enabled. Stores BindlessSupport on GameWindow and passes it to TextureCache so the parallel Texture2DArray upload path is available to future bindless callers. Mesh shader load remains mesh_instanced for now — Task 10 swaps to mesh_modern after Tasks 7-9 rewire the dispatcher to consume the bindless + SSBO + indirect machinery. Capability missing → BindlessSupport stays null → TextureCache runs without the bindless path → legacy callers (StaticMeshRenderer, InstancedMeshRenderer, ParticleRenderer, current WbDrawDispatcher draw loop) are unaffected. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| .. | ||
| Audio | ||
| Input | ||
| Plugins | ||
| Rendering | ||
| Streaming | ||
| UI | ||
| AcDream.App.csproj | ||
| Program.cs | ||