- store the Vulkan descriptor sets in the material - where they belong!
Having them in the base texture object was a major maintenance issue.
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18 changed files with 160 additions and 116 deletions
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@ -118,7 +118,7 @@ void FTextureManager::FlushAll()
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{
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for (int j = 0; j < 2; j++)
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{
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Textures[i].Texture->GetTexture()->CleanHardwareTextures(true);
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Textures[i].Texture->CleanHardwareData();
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delete Textures[i].Texture->GetSoftwareTexture();
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Textures[i].Texture->SetSoftwareTexture(nullptr);
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calcShouldUpscale(Textures[i].Texture);
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