Switches from pipeline state descriptions to pipeline states.

Tested By: phosit, Stan
Differential Revision: https://code.wildfiregames.com/D4850
This was SVN commit r27328.
This commit is contained in:
vladislavbelov
2022-12-31 18:29:44 +00:00
parent 0152c26b72
commit 4ed41d4a9a
48 changed files with 794 additions and 319 deletions
+1 -3
View File
@@ -840,13 +840,11 @@ void WaterManager::RenderWaves(
GPU_SCOPED_LABEL(deviceCommandContext, "Render Waves");
deviceCommandContext->SetGraphicsPipelineState(
Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc());
deviceCommandContext->BeginFramebufferPass(m_FancyEffectsFramebuffer.get());
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_water_waves);
deviceCommandContext->SetGraphicsPipelineState(
tech->GetGraphicsPipelineStateDesc());
tech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = tech->GetShader();