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The API theoretically supports this but it's untested and probably broken in Metal. The D3D11 backend doesn't support it at all yet. The implementation should be pretty straightforward though.
The text was updated successfully, but these errors were encountered:
The API theoretically supports this but it's untested and probably broken in Metal. The D3D11 backend doesn't support it at all yet. The implementation should be pretty straightforward though.
The text was updated successfully, but these errors were encountered: