- add VkRenderPassManager::GetVertexFormat so that all VkRenderState access is done through functions that can then be made thread safe
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3 changed files with 12 additions and 6 deletions
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@ -314,7 +314,7 @@ void VkRenderState::ApplyStreamData()
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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mStreamData.useVertexData = passManager->VertexFormats[static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat].UseVertexData;
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mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
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if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->tex->shaderspeed / 1000.);
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@ -385,9 +385,9 @@ void VkRenderState::ApplyVertexBuffers()
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if ((mVertexBuffer != mLastVertexBuffer || mVertexOffsets[0] != mLastVertexOffsets[0] || mVertexOffsets[1] != mLastVertexOffsets[1]) && mVertexBuffer)
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{
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auto vkbuf = static_cast<VKVertexBuffer*>(mVertexBuffer);
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const auto &format = GetVulkanFrameBuffer()->GetRenderPassManager()->VertexFormats[vkbuf->VertexFormat];
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const VkVertexFormat *format = GetVulkanFrameBuffer()->GetRenderPassManager()->GetVertexFormat(vkbuf->VertexFormat);
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VkBuffer vertexBuffers[2] = { vkbuf->mBuffer->buffer, vkbuf->mBuffer->buffer };
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VkDeviceSize offsets[] = { mVertexOffsets[0] * format.Stride, mVertexOffsets[1] * format.Stride };
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VkDeviceSize offsets[] = { mVertexOffsets[0] * format->Stride, mVertexOffsets[1] * format->Stride };
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mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
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mLastVertexBuffer = mVertexBuffer;
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mLastVertexOffsets[0] = mVertexOffsets[0];
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