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| 527 | void RenderSystem::executeRenderPassDescriptorDelayedActions() {} |
| 528 | //--------------------------------------------------------------------- |
| 529 | void RenderSystem::endRenderPassDescriptor() |
| 530 | { |
| 531 | mCurrentRenderPassDescriptor = 0; |
| 532 | const size_t maxBoundViewports = mMaxBoundViewports; |
| 533 | for( size_t i = 0; i < maxBoundViewports; ++i ) |
| 534 | mCurrentRenderViewport[i].setDimensions( 0, Vector4::ZERO, Vector4::ZERO, 0u ); |
| 535 | mMaxBoundViewports = 1u; |
| 536 | |
| 537 | // Where graphics ends, compute may start, or a new frame. |
| 538 | // Very likely we'll have to flush the UAVs again, so assume we need. |
| 539 | mUavRenderingDirty = true; |
| 540 | } |
| 541 | //--------------------------------------------------------------------- |
| 542 | void RenderSystem::destroySharedDepthBuffer( TextureGpu *depthBuffer ) |
| 543 | { |