Shader: Add module statement
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@@ -668,7 +668,7 @@ namespace Nz
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void FrameGraph::BuildPhysicalPasses()
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{
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const std::shared_ptr<RenderDevice>& renderDevice = Graphics::Instance()->GetRenderDevice();
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const RenderPassCache& renderPassCache = Graphics::Instance()->GetRenderPassCache();
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std::vector<TextureLayout> textureLayouts(m_pending.textures.size(), TextureLayout::Undefined);
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@@ -683,7 +683,7 @@ namespace Nz
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std::vector<RenderPass::SubpassDescription> subpassesDesc;
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std::vector<RenderPass::SubpassDependency> subpassesDeps;
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auto RegisterColorInputRead = [&](const FramePass::Input& input, PhysicalPassData::Subpass& subpass)
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auto RegisterColorInputRead = [&](const FramePass::Input& input)
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{
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std::size_t textureId = Retrieve(m_pending.attachmentToTextures, input.attachmentId);
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@@ -766,7 +766,7 @@ namespace Nz
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for (const auto& input : subpassInputs)
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{
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if (input.doesRead)
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RegisterColorInputRead(input, subpass);
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RegisterColorInputRead(input);
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}
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for (const auto& output : subpassOutputs)
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@@ -887,8 +887,7 @@ namespace Nz
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BuildPhysicalPassDependencies(colorAttachmentCount, depthStencilAttachmentIndex.has_value(), renderPassAttachments, subpassesDesc, subpassesDeps);
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m_pending.renderPasses.push_back(Graphics::Instance()->GetRenderPassCache().Get(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(renderPassCache.Get(renderPassAttachments, subpassesDesc, subpassesDeps));
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physicalPassIndex++;
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}
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