Basic shader compilation

This commit is contained in:
Dynamitos
2024-04-11 12:38:42 +02:00
parent c3be0e23e7
commit 77dc9ef3fd
24 changed files with 254 additions and 148 deletions
+4 -4
View File
@@ -80,7 +80,7 @@ void BasePass::render()
}
permutation.setFragmentFile("BasePass");
graphics->beginRenderPass(renderPass);
Array<Gfx::PRenderCommand> commands;
Array<Gfx::ORenderCommand> commands;
for (VertexData* vertexData : VertexData::getList())
{
permutation.setVertexData(vertexData->getTypeName());
@@ -98,7 +98,7 @@ void BasePass::render()
permutation.setMaterial(materialData.material->getName());
Gfx::PermutationId id(permutation);
Gfx::PRenderCommand command = graphics->createRenderCommand("BaseRender");
Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
command->setViewport(viewport);
Gfx::OPipelineLayout layout = graphics->createPipelineLayout(basePassLayout);
layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
@@ -159,10 +159,10 @@ void BasePass::render()
}
}
}
commands.add(command);
commands.add(std::move(command));
}
}
graphics->executeCommands(commands);
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
}