Changing descriptor update signature
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@@ -532,14 +532,14 @@ void WaterRenderer::updateFFTDescriptor() {
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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computeSet = computeLayout->allocateDescriptorSet();
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computeSet->updateBuffer(0, paramsBuffer);
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computeSet->updateTexture(1, Gfx::PTexture2D(spectrumTextures));
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computeSet->updateTexture(2, Gfx::PTexture2D(initialSpectrumTextures));
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computeSet->updateTexture(3, Gfx::PTexture2D(displacementTextures));
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computeSet->updateTexture(4, Gfx::PTexture2D(slopeTextures));
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computeSet->updateTexture(5, Gfx::PTexture2D(boyancyData));
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computeSet->updateBuffer(6, spectrumBuffer);
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computeSet->updateSampler(7, linearRepeatSampler);
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computeSet->updateBuffer(0, 0, paramsBuffer);
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computeSet->updateTexture(1, 0, spectrumTextures);
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computeSet->updateTexture(2, 0, initialSpectrumTextures);
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computeSet->updateTexture(3, 0, displacementTextures);
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computeSet->updateTexture(4, 0, slopeTextures);
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computeSet->updateTexture(5, 0, boyancyData);
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computeSet->updateBuffer(6, 0, spectrumBuffer);
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computeSet->updateSampler(7, 0, linearRepeatSampler);
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computeSet->writeChanges();
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}
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@@ -549,11 +549,11 @@ void WaterRenderer::updateMaterialDescriptor() {
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Gfx::SE_ACCESS_UNIFORM_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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materialSet = materialLayout->allocateDescriptorSet();
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materialSet->updateBuffer(0, materialUniforms);
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materialSet->updateTexture(1, Gfx::PTexture2D(displacementTextures));
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materialSet->updateTexture(2, Gfx::PTexture2D(slopeTextures));
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materialSet->updateTexture(3, Gfx::PTextureCube(skyBox));
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materialSet->updateSampler(4, linearRepeatSampler);
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materialSet->updateBuffer(5, waterTiles);
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materialSet->updateBuffer(0, 0, materialUniforms);
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materialSet->updateTexture(1, 0, displacementTextures);
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materialSet->updateTexture(2, 0, slopeTextures);
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materialSet->updateTexture(3, 0, skyBox);
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materialSet->updateSampler(4, 0, linearRepeatSampler);
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materialSet->updateBuffer(5, 0, waterTiles);
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materialSet->writeChanges();
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}
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