move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey

This commit is contained in:
Ricardo Luís Vaz Silva 2025-01-02 11:30:44 -03:00 committed by Magnus Norddahl
commit e75d8d35eb
8 changed files with 24 additions and 18 deletions

View file

@ -305,6 +305,7 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
@ -1069,6 +1070,8 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
// State overridden by the renderstate drawing the mesh