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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1b221db996
commit
6894eb013f
35 changed files with 265 additions and 238 deletions
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@ -39,7 +39,6 @@
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#include "hw_skydome.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "flatvertices.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hw_lightbuffer.h"
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#include "hw_bonebuffer.h"
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@ -138,7 +137,7 @@ VulkanRenderDevice::~VulkanRenderDevice()
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delete mViewpoints;
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delete mLights;
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delete mBones;
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mShadowMap.Reset();
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delete mShadowMap;
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if (mDescriptorSetManager)
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mDescriptorSetManager->Deinit();
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@ -192,11 +191,12 @@ void VulkanRenderDevice::InitializeState()
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mRenderPassManager.reset(new VkRenderPassManager(this));
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mRaytrace.reset(new VkRaytrace(this));
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mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
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mSkyData = new FSkyVertexBuffer;
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mViewpoints = new HWViewpointBuffer;
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mLights = new FLightBuffer();
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mBones = new BoneBuffer();
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mVertexData = new FFlatVertexBuffer(this, GetWidth(), GetHeight());
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mSkyData = new FSkyVertexBuffer(this);
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mViewpoints = new HWViewpointBuffer(this);
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mLights = new FLightBuffer(this);
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mBones = new BoneBuffer(this);
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mShadowMap = new ShadowMap(this);
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mShaderManager.reset(new VkShaderManager(this));
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mDescriptorSetManager->Init();
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@ -322,9 +322,34 @@ IIndexBuffer *VulkanRenderDevice::CreateIndexBuffer()
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return GetBufferManager()->CreateIndexBuffer();
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}
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IDataBuffer *VulkanRenderDevice::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
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IDataBuffer* VulkanRenderDevice::CreateLightBuffer()
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{
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return GetBufferManager()->CreateDataBuffer(bindingpoint, ssbo, needsresize);
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return GetBufferManager()->CreateLightBuffer();
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}
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IDataBuffer* VulkanRenderDevice::CreateBoneBuffer()
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{
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return GetBufferManager()->CreateBoneBuffer();
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}
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IDataBuffer* VulkanRenderDevice::CreateViewpointBuffer()
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{
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return GetBufferManager()->CreateViewpointBuffer();
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}
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IDataBuffer* VulkanRenderDevice::CreateShadowmapNodesBuffer()
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{
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return GetBufferManager()->CreateShadowmapNodesBuffer();
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}
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IDataBuffer* VulkanRenderDevice::CreateShadowmapLinesBuffer()
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{
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return GetBufferManager()->CreateShadowmapLinesBuffer();
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}
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IDataBuffer* VulkanRenderDevice::CreateShadowmapLightsBuffer()
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{
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return GetBufferManager()->CreateShadowmapLightsBuffer();
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}
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void VulkanRenderDevice::SetTextureFilterMode()
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