- move most push constants to dynamic uniform buffers
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7 changed files with 64 additions and 37 deletions
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@ -77,6 +77,14 @@ void VulkanFrameBuffer::InitializeState()
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mViewpoints = new GLViewpointBuffer;
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mLights = new FLightBuffer();
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// To do: move this to HW renderer interface maybe?
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MatricesUBO = (VKDataBuffer*)CreateDataBuffer(1234, false);
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ColorsUBO = (VKDataBuffer*)CreateDataBuffer(1234, false);
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GlowingWallsUBO = (VKDataBuffer*)CreateDataBuffer(1234, false);
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MatricesUBO->SetData(sizeof(MatricesUBO) * 128, 0, false);
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ColorsUBO->SetData(sizeof(ColorsUBO) * 128, 0, false);
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GlowingWallsUBO->SetData(sizeof(GlowingWallsUBO) * 128, 0, false);
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mShaderManager.reset(new VkShaderManager(device));
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mSamplerManager.reset(new VkSamplerManager(device));
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mRenderPassManager.reset(new VkRenderPassManager());
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