- store the Vulkan descriptor sets in the material - where they belong!

Having them in the base texture object was a major maintenance issue.
This commit is contained in:
Christoph Oelckers 2020-04-18 23:56:22 +02:00
commit 5a2a72fc95
18 changed files with 160 additions and 116 deletions

View file

@ -373,8 +373,8 @@ bool Wiper_Burn::Run(int ticks)
done = (Density < 0);
}
BurnTexture->CleanHardwareTextures(true);
endScreen->GetTexture()->CleanHardwareTextures(false); // this only cleans the descriptor sets for the Vulkan backend. Needs to be done better.
BurnTexture->CleanHardwareTextures();
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.
const uint8_t *src = BurnArray;
uint32_t *dest = (uint32_t *)BurnTexture->GetBuffer();