Vulkan: Use an enumeration to index pipeline layouts

This commit is contained in:
Stenzek
2016-11-13 15:24:55 +10:00
parent cd3481fbc7
commit 4bc0e14995
10 changed files with 96 additions and 112 deletions

View File

@ -448,7 +448,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
// No need to start a new render pass, but we do need to restore viewport state
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetStandardPipelineLayout(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
g_object_cache->GetPassthroughVertexShader(),
g_object_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
@ -879,7 +879,7 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
// Set up common data
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetStandardPipelineLayout(), render_pass,
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), render_pass,
g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE,
m_blit_fragment_shader);