- 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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@ -230,7 +230,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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// For now, only delete what's in neither list. The logic being used here does not really work that well for selective deletion.
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if (usedTextures.CheckKey(tex->GetTexture()) == nullptr && usedSprites.CheckKey(tex->GetTexture()) == nullptr)
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{
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tex->GetTexture()->CleanHardwareTextures(true);
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tex->CleanHardwareData();
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}
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}
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}
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