Don't use VkHardwareDataBuffer for internal backend buffers
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parent
1d8f406162
commit
96ac7ba3f0
6 changed files with 74 additions and 26 deletions
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@ -490,7 +490,7 @@ int VkRenderState::SetViewpoint(const HWViewpointUniforms& vp)
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{
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return buffers->Viewpoint.Count - 1;
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}
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memcpy(((char*)buffers->Viewpoint.UBO->Memory()) + buffers->Viewpoint.UploadIndex * buffers->Viewpoint.BlockAlign, &vp, sizeof(HWViewpointUniforms));
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memcpy(((char*)buffers->Viewpoint.Data) + buffers->Viewpoint.UploadIndex * buffers->Viewpoint.BlockAlign, &vp, sizeof(HWViewpointUniforms));
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int index = buffers->Viewpoint.UploadIndex++;
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mViewpointOffset = index * buffers->Viewpoint.BlockAlign;
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mNeedApply = true;
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@ -540,7 +540,7 @@ int VkRenderState::UploadLights(const FDynLightData& data)
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if (thisindex + totalsize <= buffers->Lightbuffer.Count)
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{
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float* copyptr = (float*)buffers->Lightbuffer.SSO->Memory() + thisindex * 4;
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float* copyptr = (float*)buffers->Lightbuffer.Data + thisindex * 4;
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memcpy(©ptr[0], parmcnt, sizeof(FVector4));
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memcpy(©ptr[4], &data.arrays[0][0], size0 * sizeof(FVector4));
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@ -569,7 +569,7 @@ int VkRenderState::UploadBones(const TArray<VSMatrix>& bones)
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if (thisindex + totalsize <= buffers->Bonebuffer.Count)
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{
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memcpy((VSMatrix*)buffers->Bonebuffer.SSO->Memory() + thisindex, bones.Data(), bones.Size() * sizeof(VSMatrix));
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memcpy((VSMatrix*)buffers->Bonebuffer.Data + thisindex, bones.Data(), bones.Size() * sizeof(VSMatrix));
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return thisindex;
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}
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else
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