Vulkan: Use an enumeration to index pipeline layouts
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cd3481fbc7
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4bc0e14995
10 files changed
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@@ -113,9 +113,9 @@ void PaletteTextureConverter::ConvertTexture(VkCommandBuffer command_buffer,
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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// Set up draw
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UtilityShaderDraw draw(command_buffer, g_object_cache->GetTextureConversionPipelineLayout(),
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render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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m_shaders[format]);
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UtilityShaderDraw draw(
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command_buffer, g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION),
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render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE, m_shaders[format]);
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VkRect2D region = {{0, 0}, {width, height}};
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draw.BeginRenderPass(dst_framebuffer, region);
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@@ -133,7 +133,7 @@ void PaletteTextureConverter::ConvertTexture(VkCommandBuffer command_buffer,
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// We have to bind the texel buffer descriptor set separately.
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
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g_object_cache->GetTextureConversionPipelineLayout(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION),
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DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER, 1,
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&texel_buffer_descriptor_set, 0, nullptr);
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