unify layouts (and move in/out variables to c++) in preparation for gpu sprite traces
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parent
8d0ab22e05
commit
998fdec6e8
6 changed files with 176 additions and 102 deletions
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@ -264,6 +264,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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{
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pipelineKey.ShaderKey.SpecialEffect = mSpecialEffect;
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pipelineKey.ShaderKey.EffectState = 0;
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pipelineKey.ShaderKey.Simple = (mSpecialEffect == EFF_BURN || mSpecialEffect == EFF_STENCIL || mSpecialEffect == EFF_PORTAL);
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pipelineKey.ShaderKey.AlphaTest = false;
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}
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else
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@ -274,6 +275,9 @@ void VkRenderState::ApplyRenderPass(int dt)
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if (r_skipmats && pipelineKey.ShaderKey.EffectState >= 3 && pipelineKey.ShaderKey.EffectState <= 4)
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pipelineKey.ShaderKey.EffectState = 0;
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pipelineKey.ShaderKey.AlphaTest = mSurfaceUniforms.uAlphaThreshold >= 0.f;
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pipelineKey.ShaderKey.Simple = mWireframe;
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pipelineKey.ShaderKey.Simple3D = mWireframe; // simple notexture drawing for wireframe
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}
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int uTextureMode = GetTextureModeAndFlags((mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas()) ? TM_OPAQUE : TM_NORMAL);
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@ -283,8 +287,6 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
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pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
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pipelineKey.ShaderKey.Simple3D = mWireframe; // simple notexture drawing for wireframe
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pipelineKey.ShaderKey.DepthFadeThreshold = mSurfaceUniforms.uDepthFadeThreshold > 0.0f;
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// The way GZDoom handles state is just plain insanity!
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