Clean up VkDescriptorSetManager a bit and bind the surface uniforms when drawing with gl_levelmesh
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ba7dfb8a8f
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f8fd08a623
12 changed files with 270 additions and 194 deletions
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@ -173,7 +173,7 @@ void VkLightmap::Render()
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipeline[GetRaytracePipelineIndex()].get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet0.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 1, raytrace.descriptorSet1.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 2, fb->GetDescriptorSetManager()->GetBindlessDescriptorSet());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 2, fb->GetDescriptorSetManager()->GetBindlessSet());
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VkViewport viewport = {};
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viewport.maxDepth = 1;
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@ -728,7 +728,7 @@ void VkLightmap::CreateRaytracePipeline()
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raytrace.pipelineLayout = PipelineLayoutBuilder()
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.AddSetLayout(raytrace.descriptorSetLayout0.get())
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.AddSetLayout(raytrace.descriptorSetLayout1.get())
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.AddSetLayout(fb->GetDescriptorSetManager()->GetBindlessSetLayout())
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.AddSetLayout(fb->GetDescriptorSetManager()->GetBindlessLayout())
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#ifndef USE_DRAWINDIRECT
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.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapRaytracePC))
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#endif
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