- use a linked list to keep track of all allocated VkHardwareTexture objects
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parent
c691a8fe64
commit
308c884d02
4 changed files with 16 additions and 7 deletions
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@ -66,6 +66,10 @@ VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevi
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VulkanFrameBuffer::~VulkanFrameBuffer()
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{
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// All descriptors must be destroyed before the descriptor pool in renderpass manager is destroyed
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for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
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cur->Reset();
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delete MatricesUBO;
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delete ColorsUBO;
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delete GlowingWallsUBO;
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@ -73,8 +77,6 @@ VulkanFrameBuffer::~VulkanFrameBuffer()
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delete mSkyData;
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delete mViewpoints;
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delete mLights;
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for (auto tex : AllTextures)
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tex->Reset();
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}
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void VulkanFrameBuffer::InitializeState()
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@ -277,9 +279,7 @@ void VulkanFrameBuffer::CleanForRestart()
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IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture()
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{
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auto texture = new VkHardwareTexture();
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AllTextures.Push(texture);
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return texture;
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return new VkHardwareTexture();
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}
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FModelRenderer *VulkanFrameBuffer::CreateModelRenderer(int mli)
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