Graphics: Add MaterialPassRegistry
This commit is contained in:
@@ -21,8 +21,8 @@ namespace Nz
|
||||
|
||||
inline UInt64 RenderSubmesh::ComputeSortingScore(const RenderQueueRegistry& registry) const
|
||||
{
|
||||
UInt64 elementType = GetElementType();
|
||||
UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
|
||||
UInt64 elementType = GetElementType();
|
||||
UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
|
||||
UInt64 vertexBufferIndex = registry.FetchVertexBuffer(m_vertexBuffer.get());
|
||||
|
||||
@@ -33,8 +33,8 @@ namespace Nz
|
||||
// - VertexBuffer (8bits)
|
||||
// - ?? (24bits) - Depth?
|
||||
|
||||
return (elementType & 0xF) << 60 |
|
||||
(layerIndex & 0xFF) << 52 |
|
||||
return (layerIndex & 0xFF) << 60 |
|
||||
(elementType & 0xF) << 52 |
|
||||
(pipelineIndex & 0xFFFF) << 36 |
|
||||
(vertexBufferIndex & 0xFF) << 24;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user