Code cleanup (Refs #95)

This commit is contained in:
saschawillems 2017-04-16 13:09:08 +02:00
parent 8fbfb7c22b
commit 0c1c89c3cb
5 changed files with 1 additions and 14 deletions

View file

@ -476,11 +476,6 @@ public:
// The VulkanDevice::createLogicalDevice functions finds a compute capable queue and prefers queue families that only support compute
// Depending on the implementation this may result in different queue family indices for graphics and computes,
// requiring proper synchronization (see the memory barriers in buildComputeCommandBuffer)
VkDeviceQueueCreateInfo queueCreateInfo = {};
queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queueCreateInfo.pNext = NULL;
queueCreateInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
queueCreateInfo.queueCount = 1;
vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
// Create compute pipeline

View file

@ -601,10 +601,7 @@ public:
// Compute is mandatory in Vulkan, so there must be at least one queue family that supports compute
assert(computeQueueFound);
VkDeviceQueueCreateInfo queueCreateInfo = {};
queueCreateInfo.queueFamilyIndex = compute.queueFamilyIndex;
queueCreateInfo.queueCount = 1;
// Get a compute queue from the device
vkGetDeviceQueue(device, compute.queueFamilyIndex, 0, &compute.queue);
}

View file

@ -472,8 +472,6 @@ public:
uboTessEval.projection = glm::perspective(glm::radians(45.0f), (float)(width) / (float)height, 0.1f, 256.0f);
viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
float offset = 0.5f;
int uboIndex = 1;
uboTessEval.model = glm::mat4();
uboTessEval.model = viewMatrix * glm::translate(uboTessEval.model, glm::vec3(0, 0, 0));
uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));

View file

@ -407,8 +407,6 @@ public:
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 2.0f, zoom));
float offset = 0.5f;
int uboIndex = 1;
uboVS.model = viewMatrix * glm::translate(glm::mat4(), glm::vec3(0, 0, 0));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));

View file

@ -597,7 +597,6 @@ public:
// Array indices and model matrices are fixed
float offset = -1.5f;
uint32_t index = 0;
float center = (layerCount*offset) / 2;
for (int32_t i = 0; i < layerCount; i++)
{