Track and accumulate pipeline flags for render passes.

(Information that will later let us make some interesting optimizations)
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Henrik Rydgård committed 2020-10-11 12:22:25 +02:00
1 parent 4ff059d3d8
commit 5ece3de8ba
10 files changed
+75 -34

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@@ -225,7 +225,7 @@ void FramebufferManagerVulkan::DrawActiveTexture(float x, float y, float w, floa
VkDescriptorSet descSet = vulkan2D_->GetDescriptorSet(view, (flags & DRAWTEX_LINEAR) ? linearSampler_ : nearestSampler_, VK_NULL_HANDLE, VK_NULL_HANDLE);
VkBuffer vbuffer;
VkDeviceSize offset = push_->Push(vtx, sizeof(vtx), &vbuffer);
renderManager->BindPipeline(cur2DPipeline_);
renderManager->BindPipeline(cur2DPipeline_, (PipelineFlags)0);
renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, vbuffer, offset, 4);
}