- 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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@ -373,8 +373,8 @@ bool Wiper_Burn::Run(int ticks)
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done = (Density < 0);
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}
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BurnTexture->CleanHardwareTextures(true);
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endScreen->GetTexture()->CleanHardwareTextures(false); // this only cleans the descriptor sets for the Vulkan backend. Needs to be done better.
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BurnTexture->CleanHardwareTextures();
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endScreen->CleanHardwareData(false); // this only cleans the descriptor sets for the Vulkan backend. We do not want to delete the wipe screen's hardware texture here.
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const uint8_t *src = BurnArray;
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uint32_t *dest = (uint32_t *)BurnTexture->GetBuffer();
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