use different uniform buffers for each draw call

This commit is contained in:
niki
2022-06-30 18:42:49 +02:00
parent 7f894e5bf7
commit 0cea07806f
9 changed files with 118 additions and 40 deletions
+12 -4
View File
@@ -163,12 +163,20 @@ namespace love {
textureFormat.internalFormat = VK_FORMAT_R32G32_UINT;
break;
case PIXELFORMAT_RGBA8_UNORM:
case PIXELFORMAT_RGBA8_UNORM_sRGB: // fixme ?
textureFormat.internalFormat = VK_FORMAT_R8G8B8A8_UNORM;
textureFormat.internalFormat = VK_FORMAT_R8G8B8A8_SRGB; // fixme?
break;
case PIXELFORMAT_RGBA8_UNORM_sRGB:
textureFormat.internalFormat = VK_FORMAT_R8G8B8A8_SRGB;
break;
case PIXELFORMAT_BGRA8_UNORM:
case PIXELFORMAT_BGRA8_UNORM_sRGB: // fixme ?
textureFormat.internalFormat = VK_FORMAT_B8G8R8A8_UNORM;
textureFormat.internalFormat = VK_FORMAT_R8G8B8A8_UNORM;
textureFormat.swizzleR = VK_COMPONENT_SWIZZLE_B;
textureFormat.swizzleB = VK_COMPONENT_SWIZZLE_R;
break;
case PIXELFORMAT_BGRA8_UNORM_sRGB:
textureFormat.internalFormat = VK_FORMAT_R8G8B8A8_SRGB;
textureFormat.swizzleR = VK_COMPONENT_SWIZZLE_B;
textureFormat.swizzleB = VK_COMPONENT_SWIZZLE_R;
break;
case PIXELFORMAT_RGBA8_INT:
textureFormat.internalFormat = VK_FORMAT_R8G8B8A8_SINT;