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Fix Byte4 VkFormat, usually used for blend weights
1 parent a902a79 commit 5235645

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renderer/src/gamerenderer.cpp

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -907,6 +907,8 @@ GameRenderer::CachedPipeline &GameRenderer::bindPipeline(VkCommandBuffer command
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{
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const uint32_t hash = vertexShader.len + pixelShader.len + physis_shpk_crc(passName.data());
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if (!m_cachedPipelines.contains(hash)) {
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qInfo() << "Creating pipeline for" << passName << "in" << shaderName;
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auto vertexShaderModule = m_shaderManager.convertShaderModule(vertexShader, spv::ExecutionModelVertex);
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auto fragmentShaderModule = m_shaderManager.convertShaderModule(pixelShader, spv::ExecutionModelFragment);
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@@ -1043,7 +1045,7 @@ GameRenderer::CachedPipeline &GameRenderer::bindPipeline(VkCommandBuffer command
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case VertexType::Single4:
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return VK_FORMAT_R32G32B32A32_SFLOAT;
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case VertexType::Byte4:
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return VK_FORMAT_R8G8B8A8_SINT;
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return VK_FORMAT_R8G8B8A8_UINT;
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case VertexType::Short2:
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break;
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case VertexType::Short4:

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