switch from uniform to shader keys
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37a7907221
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04ee3c335e
9 changed files with 94 additions and 90 deletions
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@ -38,6 +38,8 @@
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#include "hw_clock.h"
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#include "flatvertices.h"
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#include "g_levellocals.h"
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CVAR(Int, vk_submit_size, 1000, 0);
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EXTERN_CVAR(Bool, r_skipmats)
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@ -305,6 +307,9 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
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pipelineKey.ShaderKey.LightBlendMode = (level.info ? static_cast<int>(level.info->lightblendmode) : 0);
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pipelineKey.ShaderKey.LightAttenuationMode = (level.info ? static_cast<int>(level.info->lightattenuationmode) : 0);
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// Is this the one we already have?
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bool inRenderPass = mCommandBuffer;
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bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
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