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
@@ -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;