Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.

This commit is contained in:
Henrik Rydgard
2017-01-23 20:48:23 +01:00
parent 097638f4fd
commit 3c221a7ebd
14 changed files with 73 additions and 71 deletions

View File

@@ -157,7 +157,7 @@ static void ConvertProjMatrixToVulkan(Matrix4x4 &in, bool invertedX, bool invert
}
ShaderManagerVulkan::ShaderManagerVulkan(VulkanContext *vulkan)
: vulkan_(vulkan), lastVShader_(nullptr), lastFShader_(nullptr), globalDirty_(0xFFFFFFFF) {
: vulkan_(vulkan), lastVShader_(nullptr), lastFShader_(nullptr) {
codeBuffer_ = new char[16384];
uboAlignment_ = vulkan_->GetPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment;
memset(&ub_base, 0, sizeof(ub_base));