- fixed texture layer management so that each material layer can decide for itself if it wants to allow upscaling.
- rewrote the hardware texture precacher to use the new texture management to properly track the data to delete.
This commit is contained in:
parent
cedc95c2a5
commit
b2281c38e1
20 changed files with 190 additions and 135 deletions
|
|
@ -228,7 +228,7 @@ void VkRenderState::ApplyRenderPass(int dt)
|
|||
pipelineKey.StencilPassOp = mStencilOp;
|
||||
pipelineKey.ColorMask = mColorMask;
|
||||
pipelineKey.CullMode = mCullMode;
|
||||
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
|
||||
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->NumLayers() : 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)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue