mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Use blocking load method for shaders
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@@ -175,8 +175,8 @@ class TexturererViewerer
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public this()
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public this()
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{
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{
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_effect = Content.LoadAsset("Resources/Shaders/textureViewerShader.hlsl");
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_effect = Content.LoadAsset("Resources/Shaders/textureViewerShader.hlsl", null, true);
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_renderTargetEffect = Content.LoadAsset("Resources/Shaders/RenderTargetGroupViewer.hlsl");
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_renderTargetEffect = Content.LoadAsset("Resources/Shaders/RenderTargetGroupViewer.hlsl", null, true);
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}
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}
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float2 _position;
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float2 _position;
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@@ -180,8 +180,8 @@ namespace GlitchyEngine.Renderer
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static void InitDeferredRenderer()
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static void InitDeferredRenderer()
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{
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{
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TestFullscreenEffect = Content.LoadAsset("Resources/Shaders/simpleLight.hlsl");
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TestFullscreenEffect = Content.LoadAsset("Resources/Shaders/simpleLight.hlsl", null, true);
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s_tonemappingEffect = Content.LoadAsset("Resources/Shaders/SimpleTonemapping.hlsl");
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s_tonemappingEffect = Content.LoadAsset("Resources/Shaders/SimpleTonemapping.hlsl", null, true);
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_gBuffer = new GBuffer();
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_gBuffer = new GBuffer();
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BlendStateDescription gBufferBlendDesc = .Default;
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BlendStateDescription gBufferBlendDesc = .Default;
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@@ -31,7 +31,8 @@ namespace GlitchyEngine.Renderer.Text
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InitFreetype();
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InitFreetype();
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_msdfEffect = Content.LoadAsset("Resources/Shaders/msdfShader.hlsl");
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// TODO: We might get away with a non blocking load here, but not for now!
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_msdfEffect = Content.LoadAsset("Resources/Shaders/msdfShader.hlsl", null, true);
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s_isInitialized = true;
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s_isInitialized = true;
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}
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}
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@@ -47,7 +47,7 @@ class SceneRenderer
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});
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});
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_cameraTarget.[Friend]Identifier = "Camera Target";
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_cameraTarget.[Friend]Identifier = "Camera Target";
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_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.hlsl");
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_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.hlsl", null, true);
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}
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}
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/// Sets the size of the viewport into which the scene will be rendered.
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/// Sets the size of the viewport into which the scene will be rendered.
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