Graphics: Add MaterialPassRegistry
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@@ -90,9 +90,10 @@ namespace Nz
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for (const auto& output : framePass.GetOutputs())
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bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, output.attachmentId));
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if (std::size_t attachmentId = framePass.GetDepthStencilOutput(); attachmentId != FramePass::InvalidAttachmentId)
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std::size_t attachmentId;
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if (attachmentId = framePass.GetDepthStencilOutput(); attachmentId != FramePass::InvalidAttachmentId)
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bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, attachmentId));
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else if (std::size_t attachmentId = framePass.GetDepthStencilInput(); attachmentId != FramePass::InvalidAttachmentId)
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else if (attachmentId = framePass.GetDepthStencilInput(); attachmentId != FramePass::InvalidAttachmentId)
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bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, attachmentId)); //< FIXME?
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}
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}
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@@ -292,7 +293,6 @@ namespace Nz
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std::size_t dsInputAttachment = framePass.GetDepthStencilInput();
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std::size_t dsOutputAttachement = framePass.GetDepthStencilOutput();
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bool depthRead = false;
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if (dsInputAttachment != FramePass::InvalidAttachmentId && dsOutputAttachement != FramePass::InvalidAttachmentId)
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{
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