Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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35 changed files with 2753 additions and 1400 deletions
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@ -53,7 +53,7 @@ static Vector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage
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int ClientInputSemanticsVersion = 100; // maps to, say, #define VULKAN 100
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glslang::EShTargetClientVersion VulkanClientVersion = glslang::EShTargetVulkan_1_0;
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glslang::EShTargetLanguageVersion TargetVersion = glslang::EShTargetSpv_1_0;
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glslang::EShTargetLanguageVersion TargetVersion = glslang::EShTargetSpv_1_3;
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glslang::TShader::ForbidIncluder includer;
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glslang::TShader shader(stages[p_stage]);
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