- move streaming uniform buffers out of VkRenderState
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05cae50612
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4adac3fe59
8 changed files with 227 additions and 88 deletions
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@ -50,6 +50,7 @@
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#include "vk_buffers.h"
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#include "vulkan/renderer/vk_renderstate.h"
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#include "vulkan/renderer/vk_renderpass.h"
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#include "vulkan/renderer/vk_streambuffer.h"
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#include "vulkan/renderer/vk_postprocess.h"
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#include "vulkan/renderer/vk_renderbuffers.h"
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#include "vulkan/shaders/vk_shader.h"
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@ -106,8 +107,8 @@ VulkanFrameBuffer::~VulkanFrameBuffer()
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VKBuffer::ResetAll();
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PPResource::ResetAll();
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delete MatricesUBO;
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delete StreamUBO;
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delete MatrixBuffer;
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delete StreamBuffer;
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delete mVertexData;
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delete mSkyData;
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delete mViewpoints;
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@ -158,10 +159,8 @@ void VulkanFrameBuffer::InitializeState()
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CreateFanToTrisIndexBuffer();
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// To do: move this to HW renderer interface maybe?
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MatricesUBO = (VKDataBuffer*)CreateDataBuffer(-1, false, false);
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StreamUBO = (VKDataBuffer*)CreateDataBuffer(-1, false, false);
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MatricesUBO->SetData(UniformBufferAlignedSize<::MatricesUBO>() * 50000, nullptr, false);
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StreamUBO->SetData(UniformBufferAlignedSize<::StreamUBO>() * 200, nullptr, false);
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MatrixBuffer = new VkMatrixBuffer();
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StreamBuffer = new VkStreamBuffer();
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mShaderManager.reset(new VkShaderManager(device));
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mSamplerManager.reset(new VkSamplerManager(device));
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