Refactor draw calls drawing to use single objects buffer and better materials batching

This commit is contained in:
Wojtek Figat
2024-07-02 00:52:22 +02:00
parent 78f3248ac9
commit 08ef7c93ea
35 changed files with 491 additions and 442 deletions

View File

@@ -37,7 +37,7 @@ void DeformableMaterialShader::Bind(BindParameters& params)
// Prepare
auto context = params.GPUContext;
auto& view = params.RenderContext.View;
auto& drawCall = *params.FirstDrawCall;
auto& drawCall = *params.DrawCall;
Span<byte> cb(_cbData.Get(), _cbData.Count());
ASSERT_LOW_LAYER(cb.Length() >= sizeof(DeformableMaterialShaderData));
auto materialData = reinterpret_cast<DeformableMaterialShaderData*>(cb.Get());