Trying to fix metal shader compilation

This commit is contained in:
Dynamitos
2024-04-19 18:23:36 +02:00
parent 21636f2460
commit 194a0e8b91
43 changed files with 353 additions and 183 deletions
+3 -2
View File
@@ -48,7 +48,6 @@ public:
virtual void updateSampler(uint32_t binding, Gfx::PSampler samplerState);
virtual void updateTexture(uint32_t binding, Gfx::PTexture texture, Gfx::PSampler sampler = nullptr);
virtual void updateTextureArray(uint32_t binding, Array<Gfx::PTexture> texture);
virtual bool operator<(Gfx::PDescriptorSet other);
constexpr bool isCurrentlyBound() const { return bindCount > 0; }
constexpr bool isCurrentlyInUse() const { return currentlyInUse; }
@@ -58,12 +57,14 @@ public:
constexpr void free() { currentlyInUse = false; }
constexpr MTL::Buffer* getBuffer() const { return buffer; }
constexpr const Array<MTL::Resource*>& getBoundResources() const { return boundResources; }
private:
PGraphics graphics;
PDescriptorPool owner;
MTL::Buffer* buffer;
MTL::ArgumentEncoder* encoder;
Array<MTL::Resource*> boundResources;
uint32 bindCount;
bool currentlyInUse;
};
@@ -80,4 +81,4 @@ private:
};
DEFINE_REF(PipelineLayout)
} // namespace Metal
} // namespace Seele
} // namespace Seele