Renderer: RenderWindow now requires a RenderDevice
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@@ -612,7 +612,7 @@ namespace Nz
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void FrameGraph::BuildPhysicalPasses()
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{
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RenderDevice& renderDevice = Graphics::Instance()->GetRenderDevice();
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const std::shared_ptr<RenderDevice>& renderDevice = Graphics::Instance()->GetRenderDevice();
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std::unordered_map<std::size_t /*textureId*/, TextureLayout> textureLayouts;
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@@ -845,7 +845,7 @@ namespace Nz
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BuildPhysicalPassDependencies(colorAttachmentCount, depthStencilAttachmentIndex.has_value(), renderPassAttachments, subpassesDesc, subpassesDeps);
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m_pending.renderPasses.push_back(renderDevice.InstantiateRenderPass(std::move(renderPassAttachments), std::move(subpassesDesc), std::move(subpassesDeps)));
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m_pending.renderPasses.push_back(renderDevice->InstantiateRenderPass(std::move(renderPassAttachments), std::move(subpassesDesc), std::move(subpassesDeps)));
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physicalPassIndex++;
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}
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