Run the light tiles compute shader
This commit is contained in:
parent
2ba2c24f6b
commit
521e2ed39c
16 changed files with 162 additions and 11 deletions
|
|
@ -236,6 +236,7 @@ void VulkanRenderDevice::InitializeState()
|
|||
|
||||
mPostprocess.reset(new VkPostprocess(this));
|
||||
mDescriptorSetManager.reset(new VkDescriptorSetManager(this));
|
||||
mShaderManager.reset(new VkShaderManager(this));
|
||||
mRenderPassManager.reset(new VkRenderPassManager(this));
|
||||
mLevelMesh.reset(new VkLevelMesh(this));
|
||||
mLightmapper.reset(new VkLightmapper(this));
|
||||
|
|
@ -245,7 +246,6 @@ void VulkanRenderDevice::InitializeState()
|
|||
mSkyData = new FSkyVertexBuffer(this);
|
||||
mShadowMap = new ShadowMap(this);
|
||||
|
||||
mShaderManager.reset(new VkShaderManager(this));
|
||||
mDescriptorSetManager->Init();
|
||||
|
||||
#ifdef __APPLE__
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue