Use blocking load method for shaders

This commit is contained in:
Simon Lübeß
2024-08-22 23:25:17 +02:00
parent 66e62f42ec
commit 73a6cc0854
4 changed files with 7 additions and 6 deletions
+2 -2
View File
@@ -175,8 +175,8 @@ class TexturererViewerer
public this()
{
_effect = Content.LoadAsset("Resources/Shaders/textureViewerShader.hlsl");
_renderTargetEffect = Content.LoadAsset("Resources/Shaders/RenderTargetGroupViewer.hlsl");
_effect = Content.LoadAsset("Resources/Shaders/textureViewerShader.hlsl", null, true);
_renderTargetEffect = Content.LoadAsset("Resources/Shaders/RenderTargetGroupViewer.hlsl", null, true);
}
float2 _position;
+2 -2
View File
@@ -180,8 +180,8 @@ namespace GlitchyEngine.Renderer
static void InitDeferredRenderer()
{
TestFullscreenEffect = Content.LoadAsset("Resources/Shaders/simpleLight.hlsl");
s_tonemappingEffect = Content.LoadAsset("Resources/Shaders/SimpleTonemapping.hlsl");
TestFullscreenEffect = Content.LoadAsset("Resources/Shaders/simpleLight.hlsl", null, true);
s_tonemappingEffect = Content.LoadAsset("Resources/Shaders/SimpleTonemapping.hlsl", null, true);
_gBuffer = new GBuffer();
BlendStateDescription gBufferBlendDesc = .Default;
@@ -31,7 +31,8 @@ namespace GlitchyEngine.Renderer.Text
InitFreetype();
_msdfEffect = Content.LoadAsset("Resources/Shaders/msdfShader.hlsl");
// TODO: We might get away with a non blocking load here, but not for now!
_msdfEffect = Content.LoadAsset("Resources/Shaders/msdfShader.hlsl", null, true);
s_isInitialized = true;
}
+1 -1
View File
@@ -47,7 +47,7 @@ class SceneRenderer
});
_cameraTarget.[Friend]Identifier = "Camera Target";
_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.hlsl");
_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.hlsl", null, true);
}
/// Sets the size of the viewport into which the scene will be rendered.