Now able to import stuff properly
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@@ -218,6 +218,33 @@ void DescriptorSet::updateBuffer(uint32_t binding, Gfx::PShaderBuffer shaderBuff
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cachedData[binding] = vulkanBuffer.getHandle();
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}
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void DescriptorSet::updateBuffer(uint32_t binding, uint32 index, Gfx::PShaderBuffer shaderBuffer) {
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PShaderBuffer vulkanBuffer = shaderBuffer.cast<ShaderBuffer>();
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ShaderBuffer* cachedBuffer = reinterpret_cast<ShaderBuffer*>(cachedData[binding]);
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if (vulkanBuffer.getHandle() == cachedBuffer) {
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return;
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}
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bufferInfos.add(VkDescriptorBufferInfo{
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.buffer = vulkanBuffer->getHandle(),
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.offset = 0,
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.range = vulkanBuffer->getSize(),
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});
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writeDescriptors.add(VkWriteDescriptorSet{
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.pNext = nullptr,
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.dstSet = setHandle,
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.dstBinding = binding,
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.dstArrayElement = index,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.pBufferInfo = &bufferInfos.back(),
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});
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cachedData[binding] = vulkanBuffer.getHandle();
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}
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void DescriptorSet::updateSampler(uint32_t binding, Gfx::PSampler samplerState) {
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PSampler vulkanSampler = samplerState.cast<Sampler>();
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Sampler* cachedSampler = reinterpret_cast<Sampler*>(cachedData[binding]);
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@@ -50,6 +50,7 @@ public:
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virtual void writeChanges() override;
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virtual void updateBuffer(uint32_t binding, Gfx::PUniformBuffer uniformBuffer) override;
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virtual void updateBuffer(uint32_t binding, Gfx::PShaderBuffer uniformBuffer) override;
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virtual void updateBuffer(uint32_t binding, uint32 index, Gfx::PShaderBuffer uniformBuffer) override;
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virtual void updateSampler(uint32_t binding, Gfx::PSampler samplerState) override;
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virtual void updateTexture(uint32_t binding, Gfx::PTexture texture, Gfx::PSampler sampler = nullptr) override;
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virtual void updateTextureArray(uint32_t binding, Array<Gfx::PTexture> texture) override;
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@@ -361,8 +361,8 @@ Viewport::Viewport(PWindow owner, const ViewportCreateInfo &viewportInfo)
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handle.x = static_cast<float>(offsetX);
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handle.y = static_cast<float>(offsetY) + handle.height;
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handle.height = -handle.height;
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handle.minDepth = 0.f;
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handle.maxDepth = 1.f;
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handle.minDepth = 1.f;
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handle.maxDepth = 0.f;
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}
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Viewport::~Viewport()
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