Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it
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parent
f05fccb110
commit
84c2980398
8 changed files with 32 additions and 80 deletions
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@ -122,18 +122,14 @@ void VkPPRenderState::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDes
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.AddClearColor(0.0f, 0.0f, 0.0f, 1.0f)
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.Execute(cmdbuffer);
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VkBuffer vertexBuffers[] = { static_cast<VkHardwareVertexBuffer*>(screen->mVertexData->GetBufferObjects().first)->mBuffer->buffer };
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VkDeviceSize offsets[] = { 0 };
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->PipelineLayout.get(), 0, descriptorSet);
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cmdbuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets);
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cmdbuffer->setViewport(0, 1, &viewport);
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cmdbuffer->setScissor(0, 1, &scissor);
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if (stencilTest)
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cmdbuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, screen->stencilValue);
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if (pushConstantsSize > 0)
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cmdbuffer->pushConstants(passSetup->PipelineLayout.get(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, pushConstantsSize, pushConstants);
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cmdbuffer->draw(3, 1, FFlatVertexBuffer::PRESENT_INDEX, 0);
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cmdbuffer->draw(3, 1, 0, 0);
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cmdbuffer->endRenderPass();
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}
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