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

@ -51,10 +51,21 @@ VkRenderState::VkRenderState(VulkanRenderDevice* fb) : fb(fb), mStreamBufferWrit
void VkRenderState::ClearScreen()
{
Set2DViewpoint(SCREENWIDTH, SCREENHEIGHT);
int width = fb->GetWidth();
int height = fb->GetHeight();
auto vertices = AllocVertices(4);
FFlatVertex* v = vertices.first;
v[0].Set(0, 0, 0, 0, 0);
v[1].Set(0, (float)height, 0, 0, 1);
v[2].Set((float)width, 0, 0, 1, 0);
v[3].Set((float)width, (float)height, 0, 1, 1);
Set2DViewpoint(width, height);
SetColor(0, 0, 0);
Apply(DT_TriangleStrip);
mCommandBuffer->draw(4, 1, FFlatVertexBuffer::FULLSCREEN_INDEX, 0);
mCommandBuffer->draw(4, 1, vertices.second, 0);
}
void VkRenderState::Draw(int dt, int index, int count, bool apply)