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Delete more code related to hardware skinning
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61e1ef8f7a
commit
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@@ -63,7 +63,6 @@ void DrawEngineVulkan::InitDeviceObjects() {
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BindingType::COMBINED_IMAGE_SAMPLER, // palette
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BindingType::UNIFORM_BUFFER_DYNAMIC_ALL, // uniforms
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BindingType::UNIFORM_BUFFER_DYNAMIC_VERTEX, // lights
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BindingType::UNIFORM_BUFFER_DYNAMIC_VERTEX, // bones
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};
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VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
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@@ -175,7 +174,7 @@ void DrawEngineVulkan::DirtyAllUBOs() {
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baseBuf = VK_NULL_HANDLE;
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lightBuf = VK_NULL_HANDLE;
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boneBuf = VK_NULL_HANDLE;
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dirtyUniforms_ = DIRTY_BASE_UNIFORMS | DIRTY_LIGHT_UNIFORMS | DIRTY_BONE_UNIFORMS;
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dirtyUniforms_ = DIRTY_BASE_UNIFORMS | DIRTY_LIGHT_UNIFORMS;
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imageView = VK_NULL_HANDLE;
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sampler = VK_NULL_HANDLE;
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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@@ -336,7 +335,7 @@ void DrawEngineVulkan::Flush() {
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dirtyUniforms_ |= shaderManager_->UpdateUniforms(framebufferManager_->UseBufferedRendering());
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UpdateUBOs();
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int descCount = 6;
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int descCount = 5;
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int descSetIndex;
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PackedDescriptor *descriptors = renderManager->PushDescriptorSet(descCount, &descSetIndex);
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descriptors[0].image.view = imageView;
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@@ -356,14 +355,10 @@ void DrawEngineVulkan::Flush() {
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descriptors[4].buffer.range = sizeof(UB_VS_Lights);
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descriptors[4].buffer.offset = 0;
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descriptors[5].buffer.buffer = boneBuf;
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descriptors[5].buffer.range = sizeof(UB_VS_Bones);
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descriptors[5].buffer.offset = 0;
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// TODO: Can we avoid binding all three when not needed? Same below for hardware transform.
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// Think this will require different descriptor set layouts.
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const uint32_t dynamicUBOOffsets[3] = {
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baseUBOOffset, lightUBOOffset, boneUBOOffset,
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const uint32_t dynamicUBOOffsets[2] = {
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baseUBOOffset, lightUBOOffset,
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};
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if (useElements) {
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VkBuffer ibuf;
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@@ -497,7 +492,7 @@ void DrawEngineVulkan::Flush() {
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// Even if the first draw is through-mode, make sure we at least have one copy of these uniforms buffered
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UpdateUBOs();
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int descCount = 6;
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int descCount = 5;
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int descSetIndex;
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PackedDescriptor *descriptors = renderManager->PushDescriptorSet(descCount, &descSetIndex);
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descriptors[0].image.view = imageView;
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@@ -512,12 +507,9 @@ void DrawEngineVulkan::Flush() {
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descriptors[4].buffer.buffer = lightBuf;
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descriptors[4].buffer.range = sizeof(UB_VS_Lights);
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descriptors[4].buffer.offset = 0;
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descriptors[5].buffer.buffer = boneBuf;
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descriptors[5].buffer.range = sizeof(UB_VS_Bones);
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descriptors[5].buffer.offset = 0;
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const uint32_t dynamicUBOOffsets[3] = {
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baseUBOOffset, lightUBOOffset, boneUBOOffset,
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const uint32_t dynamicUBOOffsets[2] = {
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baseUBOOffset, lightUBOOffset,
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};
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PROFILE_THIS_SCOPE("renderman_q");
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@@ -577,8 +569,4 @@ void DrawEngineVulkan::UpdateUBOs() {
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lightUBOOffset = shaderManager_->PushLightBuffer(pushUBO_, &lightBuf);
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dirtyUniforms_ &= ~DIRTY_LIGHT_UNIFORMS;
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}
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if ((dirtyUniforms_ & DIRTY_BONE_UNIFORMS) || boneBuf == VK_NULL_HANDLE) {
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boneUBOOffset = shaderManager_->PushBoneBuffer(pushUBO_, &boneBuf);
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dirtyUniforms_ &= ~DIRTY_BONE_UNIFORMS;
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}
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}
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