Have to refactor basically the entire uniform buffer API
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@@ -3,6 +3,7 @@
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#include "Containers/Array.h"
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#include "Containers/Array.h"
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#include "Descriptor.h"
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#include "Descriptor.h"
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#include "Enums.h"
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#include "Enums.h"
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#include "Foundation/NSString.hpp"
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#include "Graphics/Command.h"
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#include "Graphics/Command.h"
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#include "Graphics/Enums.h"
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#include "Graphics/Enums.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Graphics.h"
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@@ -130,7 +130,6 @@ void DescriptorSet::updateSampler(uint32 binding, uint32 index, Gfx::PSampler sa
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.index = flattenedIndex,
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.index = flattenedIndex,
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.sampler = sampler->getHandle(),
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.sampler = sampler->getHandle(),
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});
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});
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boundResources[flattenedIndex] = nullptr; // Samplers are not resources??????
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}
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}
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void DescriptorSet::updateTexture(uint32 binding, uint32 index, Gfx::PTexture2D texture) {
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void DescriptorSet::updateTexture(uint32 binding, uint32 index, Gfx::PTexture2D texture) {
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@@ -271,8 +271,6 @@ void LightCullingPass::setupFrustums() {
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graphics->beginShaderCompilation(createInfo);
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graphics->beginShaderCompilation(createInfo);
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frustumShader = graphics->createComputeShader({0});
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frustumShader = graphics->createComputeShader({0});
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// Have to compile shader before finalizing layout as parameters get mapped later
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// Have to compile shader before finalizing layout as parameters get mapped later
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Metal::ComputeShader* shader = (Metal::ComputeShader*)(*frustumShader);
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std::cout << shader->getFunction()->newArgumentEncoder(1)->debugDescription()->cString(NS::ASCIIStringEncoding) << std::endl;
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frustumLayout->create();
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frustumLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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