Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it

This commit is contained in:
Magnus Norddahl 2023-05-07 00:49:54 +02:00
commit 84c2980398
8 changed files with 32 additions and 80 deletions

View file

@ -122,18 +122,14 @@ void VkPPRenderState::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDes
.AddClearColor(0.0f, 0.0f, 0.0f, 1.0f)
.Execute(cmdbuffer);
VkBuffer vertexBuffers[] = { static_cast<VkHardwareVertexBuffer*>(screen->mVertexData->GetBufferObjects().first)->mBuffer->buffer };
VkDeviceSize offsets[] = { 0 };
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->PipelineLayout.get(), 0, descriptorSet);
cmdbuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets);
cmdbuffer->setViewport(0, 1, &viewport);
cmdbuffer->setScissor(0, 1, &scissor);
if (stencilTest)
cmdbuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, screen->stencilValue);
if (pushConstantsSize > 0)
cmdbuffer->pushConstants(passSetup->PipelineLayout.get(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, pushConstantsSize, pushConstants);
cmdbuffer->draw(3, 1, FFlatVertexBuffer::PRESENT_INDEX, 0);
cmdbuffer->draw(3, 1, 0, 0);
cmdbuffer->endRenderPass();
}