- add VkRenderPassManager::GetVertexFormat so that all VkRenderState access is done through functions that can then be made thread safe

This commit is contained in:
Magnus Norddahl 2019-07-28 17:20:49 +02:00
commit ad8c5bb96e
3 changed files with 12 additions and 6 deletions

View file

@ -314,7 +314,7 @@ void VkRenderState::ApplyStreamData()
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
mStreamData.useVertexData = passManager->VertexFormats[static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat].UseVertexData;
mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->tex->shaderspeed / 1000.);
@ -385,9 +385,9 @@ void VkRenderState::ApplyVertexBuffers()
if ((mVertexBuffer != mLastVertexBuffer || mVertexOffsets[0] != mLastVertexOffsets[0] || mVertexOffsets[1] != mLastVertexOffsets[1]) && mVertexBuffer)
{
auto vkbuf = static_cast<VKVertexBuffer*>(mVertexBuffer);
const auto &format = GetVulkanFrameBuffer()->GetRenderPassManager()->VertexFormats[vkbuf->VertexFormat];
const VkVertexFormat *format = GetVulkanFrameBuffer()->GetRenderPassManager()->GetVertexFormat(vkbuf->VertexFormat);
VkBuffer vertexBuffers[2] = { vkbuf->mBuffer->buffer, vkbuf->mBuffer->buffer };
VkDeviceSize offsets[] = { mVertexOffsets[0] * format.Stride, mVertexOffsets[1] * format.Stride };
VkDeviceSize offsets[] = { mVertexOffsets[0] * format->Stride, mVertexOffsets[1] * format->Stride };
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
mLastVertexBuffer = mVertexBuffer;
mLastVertexOffsets[0] = mVertexOffsets[0];