Rendering works now

This commit is contained in:
Dynamitos
2021-12-27 15:04:53 +01:00
parent 79ced0a30f
commit b2718dde70
15 changed files with 324 additions and 278 deletions
+5 -4
View File
@@ -20,7 +20,7 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
Job BasePassMeshProcessor::processMeshBatch(
void BasePassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -65,7 +65,7 @@ Job BasePassMeshProcessor::processMeshBatch(
}
std::unique_lock lock(commandLock);
renderCommands.add(renderCommand);
co_return;
//co_return;
}
BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -156,9 +156,10 @@ MainJob BasePass::render()
List<Job> jobs;
for (auto &&meshBatch : passData.staticDrawList)
{
jobs.add(processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets));
//jobs.add(
processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
}
co_await Job::all(jobs);
//co_await Job::all(jobs);
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
co_return;