Clean up VkDescriptorSetManager a bit and bind the surface uniforms when drawing with gl_levelmesh

This commit is contained in:
Magnus Norddahl 2023-10-20 19:01:25 +02:00
commit f8fd08a623
12 changed files with 270 additions and 194 deletions

View file

@ -353,7 +353,7 @@ VkMaterial::DescriptorEntry& VkMaterial::GetDescriptorEntry(const FMaterialState
int numLayers = NumLayers();
auto descriptors = fb->GetDescriptorSetManager();
auto descriptor = descriptors->AllocateTextureDescriptorSet(max(numLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS));
auto descriptor = descriptors->AllocateTextureSet(max(numLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS));
descriptor->SetDebugName("VkHardwareTexture.mDescriptorSets");