Add initial support for compute pipelines
This commit is contained in:
committed by
Jérôme Leclercq
parent
e4064997d8
commit
9578ba3ef5
@@ -200,7 +200,7 @@ int main()
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pipelineTextureBinding.setIndex = 1;
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pipelineTextureBinding.bindingIndex = 0;
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pipelineTextureBinding.shaderStageFlags = nzsl::ShaderStageType::Fragment;
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pipelineTextureBinding.type = Nz::ShaderBindingType::Texture;
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pipelineTextureBinding.type = Nz::ShaderBindingType::Sampler;
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std::shared_ptr<Nz::RenderPipelineLayout> renderPipelineLayout = device->InstantiateRenderPipelineLayout(std::move(pipelineLayoutInfo));
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@@ -218,14 +218,14 @@ int main()
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}
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});
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Nz::ShaderBinding::TextureBinding textureBinding {
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Nz::ShaderBinding::SampledTextureBinding textureBinding {
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texture.get(), textureSampler.get()
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};
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textureShaderBinding->Update({
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{
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0,
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Nz::ShaderBinding::TextureBindings {
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Nz::ShaderBinding::SampledTextureBindings {
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1, &textureBinding
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}
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}
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@@ -389,7 +389,7 @@ int main()
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
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{
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builder.BindIndexBuffer(*renderBufferIB, Nz::IndexType::U16);
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builder.BindPipeline(*pipeline);
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builder.BindRenderPipeline(*pipeline);
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builder.BindVertexBuffer(0, *renderBufferVB);
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builder.BindShaderBinding(0, *viewerShaderBinding);
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builder.BindShaderBinding(1, *textureShaderBinding);
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