Minor stuff (mostly to shut up static analysis)
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1e9e05adfa
commit
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@ -134,10 +134,7 @@ namespace Nz
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depthPrepass.SetExecutionCallback([&]()
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depthPrepass.SetExecutionCallback([&]()
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{
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{
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if (m_rebuildCommandBuffer)
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return (m_rebuildCommandBuffer) ? FramePassExecution::UpdateAndExecute : FramePassExecution::Execute;
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return FramePassExecution::UpdateAndExecute;
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else
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return FramePassExecution::Execute;
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});
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});
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depthPrepass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
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depthPrepass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
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@ -279,10 +279,7 @@ namespace Nz
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forwardPass.SetExecutionCallback([&]()
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forwardPass.SetExecutionCallback([&]()
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{
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{
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if (m_rebuildCommandBuffer)
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return (m_rebuildCommandBuffer) ? FramePassExecution::UpdateAndExecute : FramePassExecution::Execute;
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return FramePassExecution::UpdateAndExecute;
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else
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return FramePassExecution::Execute;
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});
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});
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forwardPass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
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forwardPass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
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@ -114,6 +114,7 @@ namespace Nz
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const auto& matSettings = materialPass.GetSettings();
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const auto& matSettings = materialPass.GetSettings();
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if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::InstanceDataUbo); bindingIndex != MaterialSettings::InvalidIndex)
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if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::InstanceDataUbo); bindingIndex != MaterialSettings::InvalidIndex)
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{
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{
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assert(currentWorldInstance);
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const auto& instanceBuffer = currentWorldInstance->GetInstanceBuffer();
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const auto& instanceBuffer = currentWorldInstance->GetInstanceBuffer();
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auto& bindingEntry = m_bindingCache.emplace_back();
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auto& bindingEntry = m_bindingCache.emplace_back();
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@ -155,6 +156,7 @@ namespace Nz
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};
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};
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}
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}
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assert(currentPipeline);
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ShaderBindingPtr drawDataBinding = currentPipeline->GetPipelineInfo().pipelineLayout->AllocateShaderBinding(0);
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ShaderBindingPtr drawDataBinding = currentPipeline->GetPipelineInfo().pipelineLayout->AllocateShaderBinding(0);
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drawDataBinding->Update(m_bindingCache.data(), m_bindingCache.size());
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drawDataBinding->Update(m_bindingCache.data(), m_bindingCache.size());
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