somewhat fixed threadpool
This commit is contained in:
@@ -152,10 +152,9 @@ void MaterialAsset::endFrame()
|
||||
{
|
||||
}
|
||||
|
||||
void MaterialAsset::updateDescriptorData()
|
||||
Gfx::PDescriptorSet MaterialAsset::createDescriptorSet()
|
||||
{
|
||||
layout->reset();
|
||||
descriptorSet = layout->allocateDescriptorSet();
|
||||
Gfx::PDescriptorSet descriptorSet = layout->allocateDescriptorSet();
|
||||
BulkResourceData uniformUpdate;
|
||||
uniformUpdate.size = uniformDataSize;
|
||||
uniformUpdate.data = uniformData;
|
||||
@@ -169,8 +168,10 @@ void MaterialAsset::updateDescriptorData()
|
||||
descriptorSet->updateBuffer(uniformBinding, uniformBuffer);
|
||||
}
|
||||
descriptorSet->writeChanges();
|
||||
return descriptorSet;
|
||||
}
|
||||
|
||||
|
||||
const Gfx::ShaderCollection* MaterialAsset::getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const
|
||||
{
|
||||
Gfx::ShaderPermutation permutation;
|
||||
|
||||
@@ -20,10 +20,7 @@ public:
|
||||
Gfx::SeBlendOp getBlendMode() const {return Gfx::SE_BLEND_OP_END_RANGE;}
|
||||
Gfx::MaterialShadingModel getShadingModel() const {return Gfx::MaterialShadingModel::DefaultLit;}
|
||||
|
||||
// This needs to be called while the descriptorset is unused
|
||||
void updateDescriptorData();
|
||||
void resetDescriptorSet();
|
||||
const Gfx::PDescriptorSet getDescriptor() const { return descriptorSet; };
|
||||
Gfx::PDescriptorSet createDescriptorSet();
|
||||
|
||||
Gfx::PDescriptorLayout getDescriptorLayout() const { return layout; }
|
||||
// The name of the generated material shader, opposed to the name of the .asset file
|
||||
@@ -37,7 +34,6 @@ private:
|
||||
|
||||
//For now its simply the collection of parameters, since there is no point for expressions
|
||||
Array<PShaderParameter> parameters;
|
||||
Gfx::PDescriptorSet descriptorSet;
|
||||
Gfx::PDescriptorLayout layout;
|
||||
Gfx::PUniformBuffer uniformBuffer;
|
||||
uint32 uniformDataSize;
|
||||
|
||||
Reference in New Issue
Block a user