Fixing slang compilation temporarily, renaming vertexfactory

This commit is contained in:
Dynamitos
2020-08-06 00:54:43 +02:00
parent ab4a3b5e23
commit f27859a02c
66 changed files with 1005 additions and 627 deletions
@@ -1,7 +1,6 @@
#include "VulkanAllocator.h"
#include "VulkanGraphics.h"
#include "VulkanInitializer.h"
#include "Math/MemCRC.h"
using namespace Seele::Vulkan;
@@ -69,7 +69,9 @@ void PipelineLayout::create()
createInfo.pPushConstantRanges = vkPushConstants.data();
VK_CHECK(vkCreatePipelineLayout(graphics->getDevice(), &createInfo, nullptr, &layoutHandle));
layoutHash = memCrc32(&createInfo, sizeof(VkPipelineLayoutCreateInfo), 0);
boost::crc_32_type result;
result.process_bytes(&createInfo, sizeof(VkPipelineLayoutCreateInfo));
layoutHash = result.checksum();
}
void PipelineLayout::reset()
@@ -41,7 +41,9 @@ Framebuffer::Framebuffer(PGraphics graphics, PRenderPass renderPass, Gfx::PRende
1);
VK_CHECK(vkCreateFramebuffer(graphics->getDevice(), &createInfo, nullptr, &handle));
hash = memCrc32(&description, sizeof(FramebufferDescription));
boost::crc_32_type result;
result.process_bytes(&description, sizeof(FramebufferDescription));
hash = result.checksum();
}
Framebuffer::~Framebuffer()
@@ -1,6 +1,7 @@
#pragma once
#include "Graphics/GraphicsEnums.h"
#include <vulkan/vulkan.h>
#include <iostream>
#define VK_CHECK(f) \
{ \
@@ -124,5 +124,7 @@ uint32 RenderPass::getFramebufferHash()
PTexture2D tex = layout->depthAttachment->getTexture().cast<Texture2D>();
description.depthAttachment = tex->getView();
}
return memCrc32(&description, sizeof(FramebufferDescription));
boost::crc_32_type result;
result.process_bytes(&description, sizeof(FramebufferDescription));
return result.checksum();
}
+9 -6
View File
@@ -58,12 +58,15 @@ void Shader::create(const ShaderCreateInfo& createInfo)
int translationUnitIndex = spAddTranslationUnit(request, SLANG_SOURCE_LANGUAGE_SLANG, "");
spAddTranslationUnitSourceString(
request,
translationUnitIndex,
entryPointName.c_str(),
createInfo.code.c_str()
);
for(auto code : createInfo.shaderCode)
{
spAddTranslationUnitSourceString(
request,
translationUnitIndex,
entryPointName.c_str(),
code.data()
);
}
spAddSearchPath(request, "shaders/lib/");
spSetGlobalGenericArgs(request, createInfo.typeParameter.size(), createInfo.typeParameter.data());