Support for docking (incomplete) #90
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@ -39,7 +39,8 @@ namespace SHADE
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}
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}
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SHVkSampler::SHVkSampler(SHVkSampler&& rhs) noexcept
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SHVkSampler::SHVkSampler(SHVkSampler&& rhs) noexcept
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: vkSampler { rhs.vkSampler }
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: vkSampler{ rhs.vkSampler }
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, device{ rhs.device }
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{
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{
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rhs.vkSampler = nullptr;
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rhs.vkSampler = nullptr;
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}
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}
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@ -56,6 +57,7 @@ namespace SHADE
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SHADE::SHVkSampler& SHVkSampler::operator=(SHVkSampler&& rhs) noexcept
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SHADE::SHVkSampler& SHVkSampler::operator=(SHVkSampler&& rhs) noexcept
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{
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{
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vkSampler = rhs.vkSampler;
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vkSampler = rhs.vkSampler;
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device = rhs.device;
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rhs.vkSampler = nullptr;
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rhs.vkSampler = nullptr;
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return *this;
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return *this;
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}
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}
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@ -189,7 +189,6 @@ namespace SHADE
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worldRenderer = defaultViewport->AddRenderer(resourceManager, swapchain->GetNumImages(), renderContextCmdPools, descPool, SHGraphicsGlobalData::GetDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS], worldRenderGraph);
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worldRenderer = defaultViewport->AddRenderer(resourceManager, swapchain->GetNumImages(), renderContextCmdPools, descPool, SHGraphicsGlobalData::GetDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS], worldRenderGraph);
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worldRenderer->SetCamera(worldCamera);
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worldRenderer->SetCamera(worldCamera);
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// TODO: This is VERY temporarily here until a more solid resource management system is implemented
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// TODO: This is VERY temporarily here until a more solid resource management system is implemented
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shaderSourceLibrary.Init("../../TempShaderFolder/");
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shaderSourceLibrary.Init("../../TempShaderFolder/");
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