forked from Misaki/GhostEngine
Add mesh shader support to rendering context and fix some bugs.
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@@ -106,7 +106,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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private readonly UnsafeSlotMap<Mesh> _meshes;
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private readonly UnsafeSlotMap<Material> _materials;
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private readonly DynamicArray<Shader?> _shaders; // NOTE: We use a simple list since shader is not frequently added/removed. This can save 4 bytes for each ecs component.
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private readonly Dictionary<ShaderPassKey, ShaderPass> _shaderPasses;
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private readonly Dictionary<ShaderPassKey, ShaderPass> _shaderPasses; // NOTE: The reason we use Dictionary here is that ShaderPassKey is a presistence identifier across multiple application sessions.
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private bool _disposed;
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