Fixing some descriptor binding stuff, made it work

This commit is contained in:
Dynamitos
2024-05-18 21:23:59 +02:00
parent 60d2164987
commit 838bd69fa7
18 changed files with 171 additions and 174 deletions
+5 -5
View File
@@ -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)