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…er than full submodule
…cts instead of a copy
…e. input[2] * 0.5f (typically used in tessellation stage)
…and expect SV_Position only once
- Replace legacy Stride.props imports with Stride.Build.Sdk imports - Replace $(StrideSdkTargets) with explicit SDK path - Migrate Stride.Shaders.Tests to Stride.Build.Sdk.Tests - Restore Stride.Graphics.targets (removed OpenGL, Android defaults to Vulkan)
The serializer was previously generated as a side-effect of the now-removed PermutationParameterKey<object[]> GenericArguments key. Also remove OpenGL references from TesselationTest (OpenGL removed in sdsl-rewrite).
Samplers declared without explicit parameters (e.g. "stage SamplerState Sampler;") are dynamic and should be settable at runtime via Parameters.Set(). Previously the SDSL compiler emitted a SamplerStateSDSL decoration with default values (Linear/Clamp), making the sampler immutable and ignoring runtime overrides.
When a generic shader (e.g. LightSpotGroup<N>) is instantiated, the SpirvContext is copied and ProcessNameAndTypes creates fresh StructType objects. These are content-identical but reference-different from the original, causing SpirvContext.Types dictionary lookups to fail. Three changes: - Add value equality (Equals/GetHashCode) to StructType, comparing by Name + SequenceEqual(Members), matching the FunctionType pattern - Add IShaderImporter.ResolveStructType to resolve OpImportStructSDSL placeholders to real struct types (with members) from the owning shader's cached buffer - Redirect ApplicationCache to build path during asset compilation so shader caches are per-project, not global to the compiler
…or fork PR support
Without the singular form, Stride.Graphics.props defaults it to Direct3D11 before the test SDK can derive it from StrideGraphicsApis.
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WIP (created as non-draft for CI testing)
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