Then chaining still kinda broken

This commit is contained in:
Dynamitos
2021-12-22 14:32:40 +01:00
parent 8ccaa26223
commit 79ced0a30f
14 changed files with 131 additions and 53 deletions
@@ -27,6 +27,7 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
std::cout << "Depth job started" << std::endl;
PMaterialAsset material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
@@ -60,7 +61,9 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
collection->fragmentShader,
true);
}
std::unique_lock lock(commandLock);
renderCommands.add(renderCommand);
std::cout << "Finished depth job" << std::endl;
co_return;
}
@@ -127,8 +130,10 @@ MainJob DepthPrepass::render()
jobs.add(processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets));
}
co_await Job::all(jobs);
std::cout << "Finished waiting depth jobs " << std::endl;
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
co_return;
}
MainJob DepthPrepass::endFrame()