Implemented scanline and silhouette effect #363
|
@ -464,7 +464,7 @@ namespace SHADE
|
||||||
SHCompileAssetEvent compileShaderEvent
|
SHCompileAssetEvent compileShaderEvent
|
||||||
{
|
{
|
||||||
.assetName = newPath.filename().stem().string(),
|
.assetName = newPath.filename().stem().string(),
|
||||||
.assetID = id,
|
.assetID = target,
|
||||||
.assetType = AssetType::SHADER,
|
.assetType = AssetType::SHADER,
|
||||||
};
|
};
|
||||||
SHEventManager::BroadcastEvent<SHCompileAssetEvent>(compileShaderEvent, SH_ASSET_COMPILE_EVENT);
|
SHEventManager::BroadcastEvent<SHCompileAssetEvent>(compileShaderEvent, SH_ASSET_COMPILE_EVENT);
|
||||||
|
|
|
@ -362,7 +362,10 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
// if it was created before, destroy it
|
// if it was created before, destroy it
|
||||||
if (created)
|
if (created)
|
||||||
|
{
|
||||||
|
logicalDeviceHdl->WaitIdle();
|
||||||
logicalDeviceHdl->GetVkLogicalDevice().destroyPipeline(vkPipeline, nullptr);
|
logicalDeviceHdl->GetVkLogicalDevice().destroyPipeline(vkPipeline, nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
// Set to false again. If creation succeeds after this, this will be true
|
// Set to false again. If creation succeeds after this, this will be true
|
||||||
created = false;
|
created = false;
|
||||||
|
|
Loading…
Reference in New Issue