- 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:
parent
46e75e8107
commit
5a2a72fc95
18 changed files with 160 additions and 116 deletions
|
|
@ -667,6 +667,11 @@ IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture()
|
|||
return new VkHardwareTexture();
|
||||
}
|
||||
|
||||
FMaterial* VulkanFrameBuffer::CreateMaterial(FGameTexture* tex, int scaleflags)
|
||||
{
|
||||
return new VkMaterial(tex, scaleflags);
|
||||
}
|
||||
|
||||
FModelRenderer *VulkanFrameBuffer::CreateModelRenderer(int mli)
|
||||
{
|
||||
return new FHWModelRenderer(nullptr, *GetRenderState(), mli);
|
||||
|
|
@ -711,7 +716,7 @@ void VulkanFrameBuffer::TextureFilterChanged()
|
|||
if (mSamplerManager)
|
||||
{
|
||||
// Destroy the texture descriptors as they used the old samplers
|
||||
VkHardwareTexture::ResetAllDescriptors();
|
||||
VkMaterial::ResetAllDescriptors();
|
||||
|
||||
mSamplerManager->SetTextureFilterMode();
|
||||
}
|
||||
|
|
@ -720,7 +725,7 @@ void VulkanFrameBuffer::TextureFilterChanged()
|
|||
void VulkanFrameBuffer::StartPrecaching()
|
||||
{
|
||||
// Destroy the texture descriptors to avoid problems with potentially stale textures.
|
||||
VkHardwareTexture::ResetAllDescriptors();
|
||||
VkMaterial::ResetAllDescriptors();
|
||||
}
|
||||
|
||||
void VulkanFrameBuffer::BlurScene(float amount)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue