vulkan: remove internal Shader::attach call

Shader::attach() should not be called internally
by a graphics backend.
This commit is contained in:
niki
2023-01-27 14:10:19 +01:00
parent fdc860e6b6
commit f01457a610
3 changed files with 4 additions and 12 deletions
+1 -2
View File
@@ -293,7 +293,6 @@ public:
graphics::Texture *getDefaultTexture() const;
VkSampler getCachedSampler(const SamplerState &sampler);
void setComputeShader(Shader *computeShader);
void markShaderUsed(Shader*);
graphics::Shader::BuiltinUniformData getCurrentBuiltinUniformData();
const OptionalDeviceFeatures &getEnabledOptionalDeviceExtensions() const;
VkSampleCountFlagBits getMsaaCount(int requestedMsaa) const;
@@ -394,7 +393,7 @@ private:
VkImageView depthImageView = VK_NULL_HANDLE;
VmaAllocation depthImageAllocation = VK_NULL_HANDLE;
VkRenderPass defaultRenderPass = VK_NULL_HANDLE;
VkPipelineCache pipelineCache;
VkPipelineCache pipelineCache = VK_NULL_HANDLE;
std::vector<VkFramebuffer> defaultFramebuffers;
std::unordered_map<RenderPassConfiguration, VkRenderPass, RenderPassConfigurationHasher> renderPasses;
std::unordered_map<FramebufferConfiguration, VkFramebuffer, FramebufferConfigurationHasher> framebuffers;