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
+2 -2
View File
@@ -106,7 +106,7 @@ void UIPass::createRenderPass()
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
descriptorLayout = graphics->createDescriptorLayout("UIDescriptorLayout");
descriptorLayout = graphics->createDescriptorLayout("pParams");
descriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
descriptorLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
descriptorLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
@@ -140,7 +140,7 @@ void UIPass::createRenderPass()
descriptorSet->writeChanges();
Gfx::OPipelineLayout pipelineLayout = graphics->createPipelineLayout();
pipelineLayout->addDescriptorLayout(0, descriptorLayout);
pipelineLayout->addDescriptorLayout(descriptorLayout);
pipelineLayout->create();
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{