Remove EPassType from VkShaderManager::Get and CompileNextShader() from VkShaderManager constructor
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4 changed files with 5 additions and 6 deletions
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@ -296,6 +296,8 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadowmap;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_raytrace;
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pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
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// Is this the one we already have?
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bool inRenderPass = mCommandBuffer;
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bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
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