Implementing basic asset serialization

This commit is contained in:
Dynamitos
2023-02-13 14:56:13 +01:00
parent 9e1e4076f0
commit 48fa098546
82 changed files with 1834 additions and 423 deletions
+6 -1
View File
@@ -35,6 +35,11 @@ void BasePassMeshProcessor::processMeshBatch(
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
if(collection == nullptr)
{
material->createShaders(graphics, Gfx::RenderPassType::BasePass, vertexInput->getType());
collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
}
assert(collection != nullptr);
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
@@ -158,7 +163,7 @@ void BasePass::render()
descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
graphics->beginRenderPass(renderPass);
for (auto &&meshBatch : passData.staticDrawList)
for (const auto& meshBatch : passData.staticDrawList)
{
processor->processMeshBatch(meshBatch, viewport, renderPass, basePassLayout, primitiveLayout, descriptorSets);
}