Create different buffer for uniform indexes that works for the vertex shader
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11 changed files with 85 additions and 15 deletions
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@ -662,9 +662,10 @@ void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
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{ 0, VATTR_VERTEX, VFmt_Float4, (int)myoffsetof(FFlatVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FFlatVertex, u) },
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{ 0, VATTR_LIGHTMAP, VFmt_Float2, (int)myoffsetof(FFlatVertex, lu) },
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{ 1, VATTR_UNIFORM_INDEXES, VFmt_Int, 0 }
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};
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int vertexFormatIndex = GetRenderPassManager()->GetVertexFormat(1, 3, sizeof(FFlatVertex), format);
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VkBuffer vertexBuffers[2] = { GetRaytrace()->GetVertexBuffer()->buffer, GetRaytrace()->GetVertexBuffer()->buffer };
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int vertexFormatIndex = GetRenderPassManager()->GetVertexFormat(2, 4, sizeof(FFlatVertex), format);
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VkBuffer vertexBuffers[2] = { GetRaytrace()->GetVertexBuffer()->buffer, GetRaytrace()->GetUniformIndexBuffer()->buffer };
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VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
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cmdbuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);
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cmdbuffer->bindIndexBuffer(GetRaytrace()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
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