Refactor ShaderBuffer
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@@ -17,7 +17,7 @@ Scene::Scene(Gfx::PGraphics graphics)
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, physics(registry)
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{
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StructuredBufferCreateInfo structInfo = {
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ShaderBufferCreateInfo structInfo = {
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.resourceData = {
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.size = sizeof(Component::DirectionalLight) * MAX_DIRECTIONAL_LIGHTS,
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.data = nullptr,
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@@ -25,10 +25,10 @@ Scene::Scene(Gfx::PGraphics graphics)
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.stride = sizeof(Component::DirectionalLight),
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.bDynamic = true,
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};
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lightEnv.directionalLights = graphics->createStructuredBuffer(structInfo);
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lightEnv.directionalLights = graphics->createShaderBuffer(structInfo);
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structInfo.resourceData.size = sizeof(Component::PointLight) * MAX_POINT_LIGHTS;
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structInfo.stride = sizeof(Component::PointLight);
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lightEnv.pointLights = graphics->createStructuredBuffer(structInfo);
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lightEnv.pointLights = graphics->createShaderBuffer(structInfo);
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UniformBufferCreateInfo uniformInfo = {
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.resourceData = {
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@@ -87,14 +87,14 @@ Array<MeshBatch> Scene::getStaticMeshes()
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}
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if(sceneDataBuffer == nullptr || sceneDataBuffer->getNumElements() != sceneData.size())
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{
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StructuredBufferCreateInfo createInfo = StructuredBufferCreateInfo {
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ShaderBufferCreateInfo createInfo = ShaderBufferCreateInfo {
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.resourceData = {
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.size = sceneData.size() * sizeof(PrimitiveSceneData),
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.data = nullptr,
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},
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.stride = (uint32)sceneData.size(),
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};
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sceneDataBuffer = graphics->createStructuredBuffer(createInfo);
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sceneDataBuffer = graphics->createShaderBuffer(createInfo);
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}
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sceneDataBuffer->updateContents(BulkResourceData {
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.size = sceneData.size() * sizeof(PrimitiveSceneData),
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