Adding basic CBT Terrain implementation

This commit is contained in:
Dynamitos
2024-10-10 20:36:59 +02:00
parent c89fd405b8
commit 98a7e16756
38 changed files with 3779 additions and 373 deletions
+2 -2
View File
@@ -49,7 +49,7 @@ PGraphicsPipeline PipelineCache::createPipeline(Gfx::LegacyPipelineCreateInfo gf
if (graphicsPipelines.contains(hash)) {
return graphicsPipelines[hash];
}
PPipelineLayout layout = Gfx::PPipelineLayout(gfxInfo.pipelineLayout).cast<PipelineLayout>();
PPipelineLayout layout = gfxInfo.pipelineLayout.cast<PipelineLayout>();
Array<VkVertexInputBindingDescription> bindings;
Array<VkVertexInputAttributeDescription> attributes;
if (gfxInfo.vertexInput != nullptr) {
@@ -429,7 +429,7 @@ PGraphicsPipeline PipelineCache::createPipeline(Gfx::MeshPipelineCreateInfo gfxI
}
PComputePipeline PipelineCache::createPipeline(Gfx::ComputePipelineCreateInfo computeInfo) {
PPipelineLayout layout = Gfx::PPipelineLayout(computeInfo.pipelineLayout).cast<PipelineLayout>();
PPipelineLayout layout = computeInfo.pipelineLayout.cast<PipelineLayout>();
auto computeStage = computeInfo.computeShader.cast<ComputeShader>();
uint32 hash = layout->getHash();