- use the uniform buffer alignment as returned by the vulkan device
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95116e8580
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e06f8f172d
4 changed files with 13 additions and 16 deletions
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@ -99,6 +99,8 @@ void VulkanFrameBuffer::InitializeState()
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gl_vendorstring = "Vulkan";
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hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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uniformblockalignment = (unsigned int)device->deviceProperties.limits.minUniformBufferOffsetAlignment;
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maxuniformblock = device->deviceProperties.limits.maxUniformBufferRange;
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mUploadSemaphore.reset(new VulkanSemaphore(device));
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mGraphicsCommandPool.reset(new VulkanCommandPool(device, device->graphicsFamily));
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@ -113,8 +115,8 @@ void VulkanFrameBuffer::InitializeState()
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// To do: move this to HW renderer interface maybe?
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MatricesUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
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StreamUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
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MatricesUBO->SetData(UniformBufferAlignment<::MatricesUBO>() * 50000, nullptr, false);
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StreamUBO->SetData(UniformBufferAlignment<::StreamUBO>() * 200, nullptr, false);
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MatricesUBO->SetData(UniformBufferAlignedSize<::MatricesUBO>() * 50000, nullptr, false);
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StreamUBO->SetData(UniformBufferAlignedSize<::StreamUBO>() * 200, nullptr, false);
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mShaderManager.reset(new VkShaderManager(device));
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mSamplerManager.reset(new VkSamplerManager(device));
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