Adding basic depth prepass
This commit is contained in:
@@ -120,6 +120,7 @@ struct ShaderCreateInfo
|
||||
{
|
||||
//It's possible to input multiple source files for materials or vertexFactories
|
||||
Array<std::string> shaderCode;
|
||||
std::string name; // Debug info
|
||||
std::string entryPoint;
|
||||
Array<const char*> typeParameter;
|
||||
Map<const char*, const char*> defines;
|
||||
@@ -231,7 +232,7 @@ struct GraphicsPipelineCreateInfo
|
||||
rasterizationState.cullMode = Gfx::SE_CULL_MODE_BACK_BIT;
|
||||
rasterizationState.polygonMode = Gfx::SE_POLYGON_MODE_FILL;
|
||||
rasterizationState.frontFace = Gfx::SE_FRONT_FACE_COUNTER_CLOCKWISE;
|
||||
depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS;
|
||||
depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
|
||||
depthStencilState.minDepthBounds = 0.0f;
|
||||
depthStencilState.maxDepthBounds = 1.0f;
|
||||
depthStencilState.stencilTestEnable = false;
|
||||
@@ -246,4 +247,13 @@ struct GraphicsPipelineCreateInfo
|
||||
colorBlend.blendConstants[3] = 1.0f;
|
||||
}
|
||||
};
|
||||
struct ComputePipelineCreateInfo
|
||||
{
|
||||
Gfx::PComputeShader computeShader;
|
||||
Gfx::PPipelineLayout pipelineLayout;
|
||||
ComputePipelineCreateInfo()
|
||||
{
|
||||
std::memset((void*)this, 0, sizeof(*this));
|
||||
}
|
||||
};
|
||||
} // namespace Seele
|
||||
Reference in New Issue
Block a user