Fix up indentation
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2b2539d7df
commit
e56f94dc56
1 changed files with 13 additions and 13 deletions
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@ -248,19 +248,19 @@ class Renderer: NSObject, MTKViewDelegate {
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if didScheduleAlgorithmIteration || needsGeometryUpdate {
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if let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
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print("Scheduling update geometry heights")
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computeEncoder.label = "Geometry Heights Encoder"
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computeEncoder.pushDebugGroup("Update Geometry: Heights")
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computeEncoder.setComputePipelineState(updateGeometryHeightsPipeline)
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computeEncoder.setTexture(terrain.generator.outTexture, index: GeneratorTextureIndex.in.rawValue)
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let vertexBuffer = terrain.mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
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computeEncoder.setBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: GeneratorBufferIndex.vertexes.rawValue)
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let texCoordBuffer = terrain.mesh.vertexBuffers[BufferIndex.meshGenerics.rawValue]
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computeEncoder.setBuffer(texCoordBuffer.buffer, offset: texCoordBuffer.offset, index: GeneratorBufferIndex.texCoords.rawValue)
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computeEncoder.setBuffer(dynamicUniformBuffer, offset: uniformBufferOffset, index: GeneratorBufferIndex.uniforms.rawValue)
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computeEncoder.dispatchThreads(MTLSize(width: Int(terrain.segments.x + 1), height: Int(terrain.segments.y + 1), depth: 1), threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
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computeEncoder.popDebugGroup()
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computeEncoder.endEncoding()
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print("Scheduling update geometry heights")
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computeEncoder.label = "Geometry Heights Encoder"
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computeEncoder.pushDebugGroup("Update Geometry: Heights")
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computeEncoder.setComputePipelineState(updateGeometryHeightsPipeline)
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computeEncoder.setTexture(terrain.generator.outTexture, index: GeneratorTextureIndex.in.rawValue)
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let vertexBuffer = terrain.mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
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computeEncoder.setBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: GeneratorBufferIndex.vertexes.rawValue)
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let texCoordBuffer = terrain.mesh.vertexBuffers[BufferIndex.meshGenerics.rawValue]
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computeEncoder.setBuffer(texCoordBuffer.buffer, offset: texCoordBuffer.offset, index: GeneratorBufferIndex.texCoords.rawValue)
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computeEncoder.setBuffer(dynamicUniformBuffer, offset: uniformBufferOffset, index: GeneratorBufferIndex.uniforms.rawValue)
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computeEncoder.dispatchThreads(MTLSize(width: Int(terrain.segments.x + 1), height: Int(terrain.segments.y + 1), depth: 1), threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
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computeEncoder.popDebugGroup()
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computeEncoder.endEncoding()
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}
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if let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
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