Remove linear depth from texture manager again (this wasn't a good idea)
Add linear depth texture to the fixed descriptor set
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b8248a7744
commit
cc06294932
11 changed files with 16 additions and 86 deletions
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@ -355,12 +355,6 @@ IHardwareTexture *VulkanRenderDevice::CreateHardwareTexture(int numchannels)
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return new VkHardwareTexture(this, numchannels);
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}
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IHardwareTexture* VulkanRenderDevice::CreateSceneTexture(FSceneTexture* owner)
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{
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mSceneTextureOwners[owner->Type] = owner;
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return new VkHardwareTexture(this, owner->Type);
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}
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FMaterial* VulkanRenderDevice::CreateMaterial(FGameTexture* tex, int scaleflags)
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{
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return new VkMaterial(this, tex, scaleflags);
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@ -541,7 +535,6 @@ void VulkanRenderDevice::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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UpdateSceneTextureSizes();
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mRenderState->BeginFrame();
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mDescriptorSetManager->BeginFrame();
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mLightmapper->BeginFrame();
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@ -629,18 +622,6 @@ void VulkanRenderDevice::SetSaveBuffers(bool yes)
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{
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if (yes) mActiveRenderBuffers = mSaveBuffers.get();
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else mActiveRenderBuffers = mScreenBuffers.get();
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UpdateSceneTextureSizes();
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}
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void VulkanRenderDevice::UpdateSceneTextureSizes()
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{
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for (auto& it : mSceneTextureOwners)
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{
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if (it.second)
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{
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it.second->SetSize(mActiveRenderBuffers->GetSceneWidth(), mActiveRenderBuffers->GetSceneHeight());
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}
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}
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}
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void VulkanRenderDevice::ImageTransitionScene(bool unknown)
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