Begin removing binding points from the hwrenderer layer.
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
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parent
1b221db996
commit
6894eb013f
35 changed files with 265 additions and 238 deletions
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@ -275,7 +275,7 @@ void VkPostprocess::ClearTonemapPalette()
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void VkPostprocess::UpdateShadowMap()
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{
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if (screen->mShadowMap.PerformUpdate())
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if (screen->mShadowMap->PerformUpdate())
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{
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VkPPRenderState renderstate(fb);
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hw_postprocess.shadowmap.Update(&renderstate);
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@ -284,7 +284,7 @@ void VkPostprocess::UpdateShadowMap()
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.AddImage(&fb->GetTextureManager()->Shadowmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false)
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.Execute(fb->GetCommands()->GetDrawCommands());
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screen->mShadowMap.FinishUpdate();
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screen->mShadowMap->FinishUpdate();
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}
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}
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