- remove the 6 layer texture descriptor set limitation

This commit is contained in:
Magnus Norddahl 2019-04-09 16:30:49 +02:00
commit eb9f6ec313
3 changed files with 37 additions and 21 deletions

View file

@ -202,6 +202,7 @@ void VkRenderState::ApplyRenderPass(int dt)
passKey.CullMode = mCullMode;
passKey.Samples = mRenderTarget.Samples;
passKey.DrawBuffers = mRenderTarget.DrawBuffers;
passKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
if (mSpecialEffect > EFF_NONE)
{
passKey.SpecialEffect = mSpecialEffect;
@ -417,7 +418,7 @@ void VkRenderState::ApplyPushConstants()
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
mCommandBuffer->pushConstants(passManager->PipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
}
template<typename T>
@ -499,7 +500,7 @@ void VkRenderState::ApplyMaterial()
{
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 1, base->GetDescriptorSet(mMaterial));
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 1, base->GetDescriptorSet(mMaterial));
}
if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
@ -517,7 +518,7 @@ void VkRenderState::ApplyDynamicSet()
auto passManager = fb->GetRenderPassManager();
uint32_t offsets[4] = { mViewpointOffset, mLightBufferOffset, mMatricesOffset, mStreamDataOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 0, passManager->DynamicSet.get(), 4, offsets);
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 4, offsets);
mLastViewpointOffset = mViewpointOffset;
mLastLightBufferOffset = mLightBufferOffset;