Add initial support for compute pipelines
This commit is contained in:
committed by
Jérôme Leclercq
parent
e4064997d8
commit
9578ba3ef5
@@ -402,7 +402,7 @@ namespace Nz
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viewerData.blitShaderBinding->Update({
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{
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0,
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ShaderBinding::TextureBinding {
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ShaderBinding::SampledTextureBinding {
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m_bakedFrameGraph.GetAttachmentTexture(viewerData.debugColorAttachment).get(),
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sampler.get()
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}
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@@ -419,7 +419,7 @@ namespace Nz
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renderTargetData.blitShaderBinding->Update({
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{
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0,
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ShaderBinding::TextureBinding {
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ShaderBinding::SampledTextureBinding {
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m_bakedFrameGraph.GetAttachmentTexture(renderTargetData.finalAttachment).get(),
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sampler.get()
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}
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@@ -456,7 +456,7 @@ namespace Nz
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{
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builder.SetScissor(renderRegion);
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builder.SetViewport(renderRegion);
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builder.BindPipeline(*graphics->GetBlitPipeline(false));
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builder.BindRenderPipeline(*graphics->GetBlitPipeline(false));
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builder.BindShaderBinding(0, *data.blitShaderBinding);
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builder.Draw(3);
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@@ -644,7 +644,7 @@ namespace Nz
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builder.SetViewport(env.renderRect);
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Graphics* graphics = Graphics::Instance();
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builder.BindPipeline(*graphics->GetBlitPipeline(false));
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builder.BindRenderPipeline(*graphics->GetBlitPipeline(false));
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bool first = true;
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@@ -657,7 +657,7 @@ namespace Nz
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if (first)
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{
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builder.BindPipeline(*graphics->GetBlitPipeline(true));
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builder.BindRenderPipeline(*graphics->GetBlitPipeline(true));
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first = false;
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}
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}
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