refactor: Clean up RHI interface and implement descriptor set pooling
- Remove unnecessary inline keywords from RHICommandList - Add TextureType enum for proper texture type classification - Update DescriptorSet API to support binding with pipeline layout - Simplify D3D12CommandList implementation - Implement descriptor set binding with pipeline layout for both D3D12 and OpenGL
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@@ -612,8 +612,7 @@ void OpenGLCommandList::SetGraphicsDescriptorSets(
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for (uint32_t i = 0; i < count; ++i) {
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if (descriptorSets[i] != nullptr) {
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OpenGLDescriptorSet* glSet = static_cast<OpenGLDescriptorSet*>(descriptorSets[i]);
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glSet->Bind();
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descriptorSets[i]->Bind();
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}
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}
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}
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@@ -628,8 +627,7 @@ void OpenGLCommandList::SetComputeDescriptorSets(
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for (uint32_t i = 0; i < count; ++i) {
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if (descriptorSets[i] != nullptr) {
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OpenGLDescriptorSet* glSet = static_cast<OpenGLDescriptorSet*>(descriptorSets[i]);
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glSet->Bind();
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descriptorSets[i]->Bind();
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}
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}
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}
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