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[vulkan] Prioritize fisheye over waterwarp
Pushing waterwarp's constants into fisheye's buffer resulted in some rather weird effects when underwater with fisheye active.
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1 changed files with 7 additions and 7 deletions
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@ -184,13 +184,7 @@ process_input (qfv_renderframe_t *rFrame)
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};
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dfunc->vkCmdBindDescriptorSets (cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
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layout, 0, 2, set, 0, 0);
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if (r_dowarp) {
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float time = vr_data.realtime;
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qfv_push_constants_t push_constants[] = {
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{ VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof (float), &time },
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};
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QFV_PushConstants (device, cmd, layout, 1, push_constants);
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} else if (scr_fisheye) {
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if (scr_fisheye) {
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float width = r_refdef.vrect.width;
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float height = r_refdef.vrect.height;
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@ -201,6 +195,12 @@ process_input (qfv_renderframe_t *rFrame)
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{ VK_SHADER_STAGE_FRAGMENT_BIT, 4, sizeof (float), &aspect },
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};
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QFV_PushConstants (device, cmd, layout, 2, push_constants);
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} else if (r_dowarp) {
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float time = vr_data.realtime;
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qfv_push_constants_t push_constants[] = {
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{ VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof (float), &time },
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};
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QFV_PushConstants (device, cmd, layout, 1, push_constants);
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}
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dfunc->vkCmdDraw (cmd, 3, 1, 0, 0);
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