[vulkan] Create a vulkan-specific UpdateScreen

The goal is to get vulkan relying on the "renderpass" abstraction, but
this gets vulkan up and running again, and even fixes the rendering
issues (in the end, getting canvas working wasn't required, but is still
planned).
This commit is contained in:
Bill Currie 2023-01-19 11:33:49 +09:00
parent 93e5c84a20
commit 42441e87d4
1 changed files with 15 additions and 1 deletions

View File

@ -488,6 +488,20 @@ vulkan_end_frame (void)
vulkan_ctx->curFrame %= vulkan_ctx->frames.size;
}
static void
vulkan_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
{
EntQueue_Clear (r_ent_queue);
vulkan_begin_frame ();
r_funcs->set_2d (1);
while (*scr_funcs) {
(*scr_funcs) ();
scr_funcs++;
}
vulkan_render_view ();
vulkan_end_frame ();
}
static framebuffer_t *
vulkan_create_cube_map (int size)
{
@ -774,7 +788,7 @@ vulkan_vid_render_shutdown (void)
vid_render_funcs_t vulkan_vid_render_funcs = {
.init = vulkan_vid_render_init,
.UpdateScreen = SCR_UpdateScreen_legacy,
.UpdateScreen = vulkan_UpdateScreen,
.Draw_CharBuffer = vulkan_Draw_CharBuffer,
.Draw_SetScale = vulkan_Draw_SetScale,