Code cleanup (Refs #95)
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5 changed files with 1 additions and 14 deletions
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@ -476,11 +476,6 @@ public:
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// The VulkanDevice::createLogicalDevice functions finds a compute capable queue and prefers queue families that only support compute
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// Depending on the implementation this may result in different queue family indices for graphics and computes,
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// requiring proper synchronization (see the memory barriers in buildComputeCommandBuffer)
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VkDeviceQueueCreateInfo queueCreateInfo = {};
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queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queueCreateInfo.pNext = NULL;
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queueCreateInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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queueCreateInfo.queueCount = 1;
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vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
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// Create compute pipeline
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@ -601,10 +601,7 @@ public:
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// Compute is mandatory in Vulkan, so there must be at least one queue family that supports compute
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assert(computeQueueFound);
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VkDeviceQueueCreateInfo queueCreateInfo = {};
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queueCreateInfo.queueFamilyIndex = compute.queueFamilyIndex;
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queueCreateInfo.queueCount = 1;
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// Get a compute queue from the device
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vkGetDeviceQueue(device, compute.queueFamilyIndex, 0, &compute.queue);
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}
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@ -472,8 +472,6 @@ public:
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uboTessEval.projection = glm::perspective(glm::radians(45.0f), (float)(width) / (float)height, 0.1f, 256.0f);
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viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
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float offset = 0.5f;
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int uboIndex = 1;
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uboTessEval.model = glm::mat4();
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uboTessEval.model = viewMatrix * glm::translate(uboTessEval.model, glm::vec3(0, 0, 0));
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uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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@ -407,8 +407,6 @@ public:
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uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
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viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 2.0f, zoom));
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float offset = 0.5f;
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int uboIndex = 1;
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uboVS.model = viewMatrix * glm::translate(glm::mat4(), glm::vec3(0, 0, 0));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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@ -597,7 +597,6 @@ public:
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// Array indices and model matrices are fixed
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float offset = -1.5f;
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uint32_t index = 0;
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float center = (layerCount*offset) / 2;
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for (int32_t i = 0; i < layerCount; i++)
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{
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