Fix SSAO not working in gl_levelmesh
This commit is contained in:
parent
d77b9c1e2b
commit
db5f47d14f
3 changed files with 7 additions and 6 deletions
|
|
@ -898,7 +898,13 @@ void VkRenderState::GetQueryResults(int queryStart, int queryCount, TArray<bool>
|
|||
|
||||
void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, bool noFragmentShader)
|
||||
{
|
||||
// Global state that don't require rebuilding the mesh
|
||||
pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
|
||||
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
|
||||
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2;
|
||||
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
|
||||
|
||||
// State overridden by the renderstate drawing the mesh
|
||||
pipelineKey.DepthTest = mDepthTest;
|
||||
pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
|
||||
pipelineKey.DepthClamp = mDepthClamp;
|
||||
|
|
@ -909,6 +915,7 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
|
|||
pipelineKey.CullMode = mCullMode;
|
||||
if (!mTextureEnabled)
|
||||
pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
|
||||
|
||||
mPipelineKey = pipelineKey;
|
||||
|
||||
PushConstants pushConstants = {};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue