Sort initial draw lists by pipeline
Fix applying pipeline state too often for scattered draw ranges Delay updating sides and sectors until frame start to allow the playsim to mark surfaces dirty multiple times
This commit is contained in:
parent
ddc3b530c7
commit
d12cd4d74d
7 changed files with 251 additions and 54 deletions
|
|
@ -83,6 +83,7 @@ public:
|
|||
VulkanBuffer* GetPortalBuffer() { return PortalBuffer.get(); }
|
||||
VulkanBuffer* GetLightBuffer() { return LightBuffer.get(); }
|
||||
VulkanBuffer* GetLightIndexBuffer() { return LightIndexBuffer.get(); }
|
||||
VulkanBuffer* GetDrawIndexBuffer() { return DrawIndexBuffer.get(); }
|
||||
|
||||
LevelMesh* GetMesh() { return Mesh; }
|
||||
|
||||
|
|
@ -122,6 +123,7 @@ private:
|
|||
std::unique_ptr<VulkanBuffer> PortalBuffer;
|
||||
std::unique_ptr<VulkanBuffer> LightBuffer;
|
||||
std::unique_ptr<VulkanBuffer> LightIndexBuffer;
|
||||
std::unique_ptr<VulkanBuffer> DrawIndexBuffer;
|
||||
|
||||
std::unique_ptr<VulkanBuffer> NodeBuffer;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue