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
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35 changed files with 265 additions and 238 deletions
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@ -37,7 +37,6 @@
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#include "hw_clock.h"
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#include "flatvertices.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/data/shaderuniforms.h"
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CVAR(Int, vk_submit_size, 1000, 0);
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EXTERN_CVAR(Bool, r_skipmats)
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@ -477,13 +476,10 @@ void VkRenderState::WaitForStreamBuffers()
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mMatrixBufferWriter.Reset();
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}
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void VkRenderState::Bind(int bindingpoint, uint32_t offset)
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void VkRenderState::SetViewpointOffset(uint32_t offset)
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{
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if (bindingpoint == VIEWPOINT_BINDINGPOINT)
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{
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mViewpointOffset = offset;
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mNeedApply = true;
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}
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mViewpointOffset = offset;
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mNeedApply = true;
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}
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void VkRenderState::BeginFrame()
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