Fixing vulkan

This commit is contained in:
Dynamitos
2024-04-23 08:11:44 +02:00
parent 8ea9c34ed4
commit 89571e5298
33 changed files with 217 additions and 926 deletions
+1 -1
View File
@@ -124,9 +124,9 @@ void DebugPass::createRenderPass()
pipelineLayout->create();
ShaderCreateInfo createInfo = {
.name = "DebugVertex",
.mainModule = "Debug",
.additionalModules = { "Debug" },
.name = "DebugVertex",
.entryPoint = "vertexMain",
};
vertexShader = graphics->createVertexShader(createInfo);
@@ -133,8 +133,8 @@ void LightCullingPass::publishOutputs()
ShaderCreateInfo createInfo = {
.name = "Culling",
.additionalModules = {"LightCulling"},
.mainModule = "LightCulling",
.additionalModules = {"LightCulling"},
.entryPoint = "cullLights",
.rootSignature = cullingLayout,
};
@@ -226,8 +226,8 @@ void LightCullingPass::setupFrustums()
frustumLayout->create();
ShaderCreateInfo createInfo = {
.name = "Frustum",
.additionalModules = {"ComputeFrustums"},
.mainModule = "ComputeFrustums",
.additionalModules = {"ComputeFrustums"},
.entryPoint = "computeFrustums",
.rootSignature = frustumLayout,
};
@@ -111,9 +111,9 @@ void SkyboxRenderPass::createRenderPass()
});
ShaderCreateInfo createInfo = {
.name = "SkyboxVertex",
.mainModule = "Skybox",
.additionalModules = {"Skybox"},
.name = "SkyboxVertex",
.entryPoint = "vertexMain",
};
vertexShader = graphics->createVertexShader(createInfo);
+2 -2
View File
@@ -139,7 +139,7 @@ void UIPass::createRenderPass()
descriptorSet->updateSampler(1, backgroundSampler);
descriptorSet->writeChanges();
Gfx::OPipelineLayout pipelineLayout = graphics->createPipelineLayout();
pipelineLayout = graphics->createPipelineLayout();
pipelineLayout->addDescriptorLayout(descriptorLayout);
pipelineLayout->create();
@@ -153,7 +153,7 @@ void UIPass::createRenderPass()
pipelineInfo.vertexShader = vertexShader;
pipelineInfo.fragmentShader = fragmentShader;
pipelineInfo.renderPass = renderPass;
pipelineInfo.pipelineLayout = std::move(pipelineLayout);
pipelineInfo.pipelineLayout = pipelineLayout;
pipelineInfo.rasterizationState.cullMode = Gfx::SE_CULL_MODE_NONE;
pipelineInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;