Remove the need for pipelines for each material layer count

This commit is contained in:
Magnus Norddahl 2024-02-10 01:42:28 +01:00
commit 73ee25ad39
5 changed files with 10 additions and 19 deletions

View file

@ -633,8 +633,6 @@ int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, c
pipelineKey.VertexFormat = levelVertexFormatIndex;
pipelineKey.RenderStyle = applyData.RenderStyle;
pipelineKey.DepthFunc = applyData.DepthFunc;
pipelineKey.NumTextureLayers = material.mMaterial ? material.mMaterial->NumLayers() : 0;
pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
if (applyData.SpecialEffect > EFF_NONE)
{
pipelineKey.ShaderKey.SpecialEffect = applyData.SpecialEffect;