Fixing some descriptor binding stuff, made it work
This commit is contained in:
@@ -70,7 +70,7 @@ void ShaderCompiler::compile()
|
||||
{
|
||||
for (const auto& [matName, mat] : materials)
|
||||
{
|
||||
work.add([=]() {
|
||||
//work.add([=]() {
|
||||
ShaderPermutation permutation;
|
||||
if (pass.positionOnly)
|
||||
{
|
||||
@@ -99,12 +99,12 @@ void ShaderCompiler::compile()
|
||||
layout->addDescriptorLayout(mat->getDescriptorLayout());
|
||||
permutation.setMaterial(mat->getName());
|
||||
createShaders(permutation, std::move(layout));
|
||||
});
|
||||
//});
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
work.add([=]() {
|
||||
//work.add([=]() {
|
||||
ShaderPermutation permutation;
|
||||
if (pass.positionOnly)
|
||||
{
|
||||
@@ -131,11 +131,11 @@ void ShaderCompiler::compile()
|
||||
layout->addDescriptorLayout(vd->getVertexDataLayout());
|
||||
layout->addDescriptorLayout(vd->getInstanceDataLayout());
|
||||
createShaders(permutation, std::move(layout));
|
||||
});
|
||||
//});
|
||||
}
|
||||
}
|
||||
}
|
||||
getThreadPool().runAndWait(std::move(work));
|
||||
//getThreadPool().runAndWait(std::move(work));
|
||||
}
|
||||
|
||||
void ShaderCompiler::createShaders(ShaderPermutation permutation, Gfx::OPipelineLayout layout)
|
||||
|
||||
Reference in New Issue
Block a user