- Added resource manager
- Shader building now inspects the spir-v for descriptor sets and writes the info to the output binary
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@ -60,20 +60,8 @@ public class GuiController : IDisposable
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io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
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io.DisplayFramebufferScale = Vector2.One;
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ShaderCreateInfo vertexCreateInfo = new ShaderCreateInfo {
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ShaderStage = ShaderStage.Vertex,
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ShaderFormat = ShaderFormat.SPIRV,
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UniformBufferCount = 1,
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};
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imGuiVertexShader = new Shader(graphicsDevice, Path.Combine(shaderContentPath, "imgui-vertex.spv"), "main", in vertexCreateInfo);
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ShaderCreateInfo fragCreateInfo = new ShaderCreateInfo {
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ShaderStage = ShaderStage.Fragment,
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ShaderFormat = ShaderFormat.SPIRV,
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SamplerCount = 1,
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};
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imGuiFragmentShader = new Shader(graphicsDevice, Path.Combine(shaderContentPath, "imgui-frag.spv"), "main", in fragCreateInfo);
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imGuiVertexShader = ResourceManager.Load<Shader>("Shaders/ImGui.vert");
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imGuiFragmentShader = ResourceManager.Load<Shader>("Shaders/ImGui.frag");
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imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
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@ -642,8 +630,8 @@ public class GuiController : IDisposable
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fontTexture?.Dispose();
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imGuiVertexBuffer?.Dispose();
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imGuiIndexBuffer?.Dispose();
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imGuiFragmentShader?.Dispose();
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imGuiVertexShader?.Dispose();
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ResourceManager.Unload(imGuiVertexShader);
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ResourceManager.Unload(imGuiFragmentShader);
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imGuiPipeline?.Dispose();
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imGuiSampler?.Dispose();
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resourceUploader?.Dispose();
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