Add initial support for compute pipelines
This commit is contained in:
committed by
Jérôme Leclercq
parent
e4064997d8
commit
9578ba3ef5
@@ -175,7 +175,7 @@ namespace Nz
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auto& bindingEntry = m_bindingCache.emplace_back();
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bindingEntry.bindingIndex = bindingIndex;
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bindingEntry.content = ShaderBinding::TextureBindings {
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bindingEntry.content = ShaderBinding::SampledTextureBindings {
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SafeCast<UInt32>(renderState.shadowMaps2D.size()), &m_textureBindingCache[textureBindingBaseIndex]
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};
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}
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@@ -197,7 +197,7 @@ namespace Nz
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auto& bindingEntry = m_bindingCache.emplace_back();
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bindingEntry.bindingIndex = bindingIndex;
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bindingEntry.content = ShaderBinding::TextureBindings {
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bindingEntry.content = ShaderBinding::SampledTextureBindings {
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SafeCast<UInt32>(renderState.shadowMapsCube.size()), &m_textureBindingCache[textureBindingBaseIndex]
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};
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}
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@@ -230,7 +230,7 @@ namespace Nz
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{
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auto& bindingEntry = m_bindingCache.emplace_back();
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bindingEntry.bindingIndex = bindingIndex;
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bindingEntry.content = ShaderBinding::TextureBinding{
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bindingEntry.content = ShaderBinding::SampledTextureBinding{
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whiteTexture2D.get(), defaultSampler.get()
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};
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}
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@@ -285,7 +285,7 @@ namespace Nz
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if (currentPipeline != drawData.renderPipeline)
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{
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commandBuffer.BindPipeline(*drawData.renderPipeline);
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commandBuffer.BindRenderPipeline(*drawData.renderPipeline);
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currentPipeline = drawData.renderPipeline;
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}
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