Put all the pipeline barriers in the same function and use a new instance buffer each time the TLAS is updated
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bdea7b6c13
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c1f38b18c4
4 changed files with 102 additions and 99 deletions
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@ -482,7 +482,7 @@ void VulkanRenderDevice::BeginFrame()
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levelMeshChanged = false;
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mLevelMesh->SetLevelMesh(levelMesh);
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if (levelMesh && levelMesh->StaticMesh->GetSurfaceCount() > 0)
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if (levelMesh && levelMesh->StaticMesh->LMTextureCount > 0)
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{
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GetTextureManager()->CreateLightmap(levelMesh->StaticMesh->LMTextureSize, levelMesh->StaticMesh->LMTextureCount, std::move(levelMesh->StaticMesh->LMTextureData));
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GetLightmapper()->SetLevelMesh(levelMesh);
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@ -491,12 +491,12 @@ void VulkanRenderDevice::BeginFrame()
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SetViewportRects(nullptr);
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mCommands->BeginFrame();
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mLevelMesh->BeginFrame();
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mTextureManager->BeginFrame();
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mScreenBuffers->BeginFrame(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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mSaveBuffers->BeginFrame(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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mRenderState->BeginFrame();
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mDescriptorSetManager->BeginFrame();
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mLevelMesh->BeginFrame();
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mLightmapper->BeginFrame();
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}
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