Remove the need for pipelines for each material layer count
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5 changed files with 10 additions and 19 deletions
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@ -633,8 +633,6 @@ int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, c
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pipelineKey.VertexFormat = levelVertexFormatIndex;
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pipelineKey.RenderStyle = applyData.RenderStyle;
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pipelineKey.DepthFunc = applyData.DepthFunc;
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pipelineKey.NumTextureLayers = material.mMaterial ? material.mMaterial->NumLayers() : 0;
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pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
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if (applyData.SpecialEffect > EFF_NONE)
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{
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pipelineKey.ShaderKey.SpecialEffect = applyData.SpecialEffect;
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