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Some more material system clean-up #1563
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Tested and didn't notice any regressions, though I did spot a material issue: #1572 But this happens with or without this PR (and on vanilla 0.55.2) LGTM (but didn't do any meaningful code review) |
The StartFrame change seems to mess up time-dependent stuff a bit ( |
Previously only the material system used compute shaders at all, but now that other systems will be using them, all this stuff needs to be moved to another shader. Otherwise the other shaders would fail to compile, or all of them would require a bunch of macros to check for it.
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Oh, that's because it's using the incorrect |
Also added a fix for a crash on maps where |
LGTM |
These are mostly changes that I picked from #1559.
Previously only the material system used compute shaders at all, but now that other systems will be using them, all this stuff needs to be moved to another shader. Otherwise the other shaders would fail to compile, or all of them would require a bunch of macros to check for it.
Also moved the material system per-frame compute dispatches to
StartFrame()
since they work there now.