Remove linear depth from texture manager again (this wasn't a good idea)

Add linear depth texture to the fixed descriptor set
This commit is contained in:
Magnus Norddahl 2024-09-08 21:18:22 +02:00
commit cc06294932
11 changed files with 16 additions and 86 deletions

View file

@ -355,12 +355,6 @@ IHardwareTexture *VulkanRenderDevice::CreateHardwareTexture(int numchannels)
return new VkHardwareTexture(this, numchannels);
}
IHardwareTexture* VulkanRenderDevice::CreateSceneTexture(FSceneTexture* owner)
{
mSceneTextureOwners[owner->Type] = owner;
return new VkHardwareTexture(this, owner->Type);
}
FMaterial* VulkanRenderDevice::CreateMaterial(FGameTexture* tex, int scaleflags)
{
return new VkMaterial(this, tex, scaleflags);
@ -541,7 +535,6 @@ void VulkanRenderDevice::BeginFrame()
mTextureManager->BeginFrame();
mScreenBuffers->BeginFrame(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
mSaveBuffers->BeginFrame(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
UpdateSceneTextureSizes();
mRenderState->BeginFrame();
mDescriptorSetManager->BeginFrame();
mLightmapper->BeginFrame();
@ -629,18 +622,6 @@ void VulkanRenderDevice::SetSaveBuffers(bool yes)
{
if (yes) mActiveRenderBuffers = mSaveBuffers.get();
else mActiveRenderBuffers = mScreenBuffers.get();
UpdateSceneTextureSizes();
}
void VulkanRenderDevice::UpdateSceneTextureSizes()
{
for (auto& it : mSceneTextureOwners)
{
if (it.second)
{
it.second->SetSize(mActiveRenderBuffers->GetSceneWidth(), mActiveRenderBuffers->GetSceneHeight());
}
}
}
void VulkanRenderDevice::ImageTransitionScene(bool unknown)