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.
This commit is contained in:
Magnus Norddahl 2023-04-16 19:30:27 +02:00
commit 6894eb013f
35 changed files with 265 additions and 238 deletions

View file

@ -37,7 +37,6 @@
#include "hw_clock.h"
#include "flatvertices.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/shaderuniforms.h"
CVAR(Int, vk_submit_size, 1000, 0);
EXTERN_CVAR(Bool, r_skipmats)
@ -477,13 +476,10 @@ void VkRenderState::WaitForStreamBuffers()
mMatrixBufferWriter.Reset();
}
void VkRenderState::Bind(int bindingpoint, uint32_t offset)
void VkRenderState::SetViewpointOffset(uint32_t offset)
{
if (bindingpoint == VIEWPOINT_BINDINGPOINT)
{
mViewpointOffset = offset;
mNeedApply = true;
}
mViewpointOffset = offset;
mNeedApply = true;
}
void VkRenderState::BeginFrame()