Clean up VkDescriptorSetManager a bit and bind the surface uniforms when drawing with gl_levelmesh
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12 changed files with 270 additions and 194 deletions
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@ -353,7 +353,7 @@ VkMaterial::DescriptorEntry& VkMaterial::GetDescriptorEntry(const FMaterialState
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int numLayers = NumLayers();
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auto descriptors = fb->GetDescriptorSetManager();
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auto descriptor = descriptors->AllocateTextureDescriptorSet(max(numLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS));
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auto descriptor = descriptors->AllocateTextureSet(max(numLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS));
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descriptor->SetDebugName("VkHardwareTexture.mDescriptorSets");
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