Manage the light buffer in the backend

This commit is contained in:
Magnus Norddahl 2023-04-30 03:43:38 +02:00
commit f2585a3b17
23 changed files with 97 additions and 267 deletions

View file

@ -38,7 +38,6 @@
#include "hw_cvars.h"
#include "hw_skydome.h"
#include "flatvertices.h"
#include "hw_lightbuffer.h"
#include "hw_bonebuffer.h"
#include "vk_renderdevice.h"
@ -133,7 +132,6 @@ VulkanRenderDevice::~VulkanRenderDevice()
delete mVertexData;
delete mSkyData;
delete mLights;
delete mBones;
delete mShadowMap;
@ -191,7 +189,6 @@ void VulkanRenderDevice::InitializeState()
mVertexData = new FFlatVertexBuffer(this, GetWidth(), GetHeight());
mSkyData = new FSkyVertexBuffer(this);
mLights = new FLightBuffer(this);
mBones = new BoneBuffer(this);
mShadowMap = new ShadowMap(this);
@ -319,11 +316,6 @@ IBuffer*VulkanRenderDevice::CreateIndexBuffer()
return GetBufferManager()->CreateIndexBuffer();
}
IBuffer* VulkanRenderDevice::CreateLightBuffer()
{
return GetBufferManager()->CreateLightBuffer();
}
IBuffer* VulkanRenderDevice::CreateBoneBuffer()
{
return GetBufferManager()->CreateBoneBuffer();
@ -478,7 +470,6 @@ TArray<uint8_t> VulkanRenderDevice::GetScreenshotBuffer(int &pitch, ESSType &col
void VulkanRenderDevice::BeginFrame()
{
SetViewportRects(nullptr);
mBufferManager->Viewpoint.UploadIndex = 0;
mCommands->BeginFrame();
mTextureManager->BeginFrame();
mScreenBuffers->BeginFrame(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
@ -506,11 +497,6 @@ void VulkanRenderDevice::WaitForCommands(bool finish)
mCommands->WaitForCommands(finish);
}
unsigned int VulkanRenderDevice::GetLightBufferBlockSize() const
{
return mLights->GetBlockSize();
}
void VulkanRenderDevice::PrintStartupLog()
{
const auto &props = mDevice->PhysicalDevice.Properties.Properties;