Remove EPassType from VkShaderManager::Get and CompileNextShader() from VkShaderManager constructor

This commit is contained in:
Magnus Norddahl 2023-04-24 00:14:04 +02:00
commit e0c11c1e48
4 changed files with 5 additions and 6 deletions

View file

@ -296,6 +296,8 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadowmap;
pipelineKey.ShaderKey.UseRaytrace = gl_light_raytrace;
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
// Is this the one we already have?
bool inRenderPass = mCommandBuffer;
bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);