Changing descriptor update signature
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@@ -14,15 +14,21 @@ UIPass::~UIPass() {}
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void UIPass::beginFrame(const Component::Camera& cam) {
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RenderPass::beginFrame(cam);
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VertexBufferCreateInfo info = {
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.sourceData = {.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()), .data = (uint8*)renderElements.data()},
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.sourceData =
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{
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.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()),
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.data = (uint8*)renderElements.data(),
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},
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.vertexSize = sizeof(UI::RenderElementStyle),
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.numVertices = (uint32)renderElements.size(),
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};
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elementBuffer = graphics->createVertexBuffer(info);
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uint32 numTextures = static_cast<uint32>(usedTextures.size());
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numTexturesBuffer->updateContents(0, sizeof(uint32), &numTextures);
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descriptorSet->updateBuffer(2, numTexturesBuffer);
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descriptorSet->updateTextureArray(3, usedTextures);
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descriptorSet->updateBuffer(2, 0, numTexturesBuffer);
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for (uint32 i = 0; i < usedTextures.size(); ++i) {
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descriptorSet->updateTexture(3, i, usedTextures[i]);
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}
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descriptorSet->writeChanges();
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// co_return;
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}
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@@ -131,8 +137,8 @@ void UIPass::createRenderPass() {
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numTexturesBuffer = graphics->createUniformBuffer(info);
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descriptorSet = descriptorLayout->allocateDescriptorSet();
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descriptorSet->updateBuffer(0, uniformBuffer);
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descriptorSet->updateSampler(1, backgroundSampler);
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descriptorSet->updateBuffer(0, 0, uniformBuffer);
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descriptorSet->updateSampler(1, 0, backgroundSampler);
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descriptorSet->writeChanges();
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pipelineLayout = graphics->createPipelineLayout();
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