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

@@ -89,9 +89,9 @@ void TextureEncoder::EncodeTextureToRam(VkImageView src_texture, u8* dest_ptr, u
StateTracker::GetInstance()->EndRenderPass();
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPushConstantPipelineLayout(), m_encoding_render_pass,
g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
m_texture_encoding_shaders[format]);
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(),
VK_NULL_HANDLE, m_texture_encoding_shaders[format]);
// Uniform - int4 of left,top,native_width,scale
s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast<s32>(native_width),