Vulkan: Use an enumeration to index pipeline layouts

This commit is contained in:
Stenzek committed 2016-12-04 20:10:13 +10:00
1 parent cd3481fbc7
commit 4bc0e14995
10 files changed
+96 -112

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