Refactor material shaders generator to use modular features as extensions
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@@ -72,16 +72,23 @@ void ParticleMaterialShader::Bind(BindParameters& params)
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auto& view = params.RenderContext.View;
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auto cache = params.RenderContext.List;
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auto& drawCall = *params.FirstDrawCall;
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const uint32 sortedIndicesOffset = drawCall.Particle.Module->SortedIndicesOffset;
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const auto cb0 = _shader->GetCB(0);
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const bool hasCb0 = cb0->GetSize() != 0;
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ASSERT(hasCb0 && "TODO: fix it"); // TODO: always make cb pointer valid even if cb is missing
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const auto cb1 = _shader->GetCB(1);
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const bool hasCb1 = cb1->GetSize() != 0;
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const uint32 sortedIndicesOffset = drawCall.Particle.Module->SortedIndicesOffset;
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const bool hasCb1 = cb1 && cb1->GetSize() != 0;
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byte* cb = _cb0Data.Get();
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auto materialData = reinterpret_cast<ParticleMaterialShaderData*>(cb);
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cb += sizeof(ParticleMaterialShaderData);
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int32 srv = 0;
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// Setup features
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// Setup parameters
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MaterialParameter::BindMeta bindMeta;
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bindMeta.Context = context;
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bindMeta.Constants = hasCb0 ? _cb0Data.Get() + sizeof(ParticleMaterialShaderData) : nullptr;
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bindMeta.Constants = cb;
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bindMeta.Input = nullptr;
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bindMeta.Buffers = params.RenderContext.Buffers;
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bindMeta.CanSampleDepth = GPUDevice::Instance->Limits.HasReadOnlyDepth;
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