Have to refactor basically the entire uniform buffer API

This commit is contained in:
Dynamitos
2025-02-15 14:03:55 +01:00
parent ee03b5fa5f
commit f73cc61693
3 changed files with 1 additions and 3 deletions
+1
View File
@@ -3,6 +3,7 @@
#include "Containers/Array.h"
#include "Descriptor.h"
#include "Enums.h"
#include "Foundation/NSString.hpp"
#include "Graphics/Command.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
-1
View File
@@ -130,7 +130,6 @@ void DescriptorSet::updateSampler(uint32 binding, uint32 index, Gfx::PSampler sa
.index = flattenedIndex,
.sampler = sampler->getHandle(),
});
boundResources[flattenedIndex] = nullptr; // Samplers are not resources??????
}
void DescriptorSet::updateTexture(uint32 binding, uint32 index, Gfx::PTexture2D texture) {
@@ -271,8 +271,6 @@ void LightCullingPass::setupFrustums() {
graphics->beginShaderCompilation(createInfo);
frustumShader = graphics->createComputeShader({0});
// Have to compile shader before finalizing layout as parameters get mapped later
Metal::ComputeShader* shader = (Metal::ComputeShader*)(*frustumShader);
std::cout << shader->getFunction()->newArgumentEncoder(1)->debugDescription()->cString(NS::ASCIIStringEncoding) << std::endl;
frustumLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;