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A modern cross-platform low-level graphics API

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https://github.com/DiligentGraphics/DiligentCore/blob/8be34c5ac4021eec223cc4609e79fa71421063f8/Graphics/GraphicsEngineOpenGL/src/DeviceContextGLImpl.cpp#L658 call m_AttachmentClearValues.clear() in DeviceContextGLImpl::NextSubpass(),if there more than two subpass,the clear value not exists after first call for NextSubpass. delete this line work well.

I have created an OpenGL context in the main window through other methods. When I use AttachToActiveGLContext to bind the current default context, my demo crashes directly, outputting: User-defined allocator...

Wait until `MultiDrawIndirect` is added in Dawn, and then try to emulate `MultiDraw` using this feature https://issues.chromium.org/issues/356461286

To test samples/tutorials on the Web, find a way to capture rendered images from the browser. Run test applications in WebGL/WebGPU mode on the CI similar to desktop applications.

There is currently a way to specify the threshold when comparing golden images. However, when driver or other software updates, pixel positions may change slightly due to rasterization differences. To...

To avoid future problems with tests on CI, it is important for us to enable console output on CI. @MikhailGorobets Experiment with a separate repository: create a simple Win32 application...

😂 I'm so sorry, found another bug. # Steps to re-produce 1. In code: Make use of `SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC` 2. Run the program in Release build on Windows with Vulkan backend....