Always null textures for all slots because the vulkan target is an OpenGL emulator ;)

This commit is contained in:
Magnus Norddahl 2020-04-13 00:42:22 +02:00 committed by Christoph Oelckers
commit 9ef6d8fd53
5 changed files with 24 additions and 4 deletions

View file

@ -228,7 +228,8 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 4; // Always force minimum 1 texture as the shader requires it
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
pipelineKey.NumTextureLayers = std::max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
if (mSpecialEffect > EFF_NONE)
{
pipelineKey.SpecialEffect = mSpecialEffect;