Removed outdated todos

This commit is contained in:
Sascha Willems 2024-01-21 13:58:37 +01:00
parent afde90dcfd
commit 213bf850d5
5 changed files with 1 additions and 6 deletions

View file

@ -195,7 +195,6 @@ namespace vks
imageView.viewType = (createinfo.layerCount == 1) ? VK_IMAGE_VIEW_TYPE_2D : VK_IMAGE_VIEW_TYPE_2D_ARRAY;
imageView.format = createinfo.format;
imageView.subresourceRange = attachment.subresourceRange;
//todo: workaround for depth+stencil attachments
imageView.subresourceRange.aspectMask = (attachment.hasDepth()) ? VK_IMAGE_ASPECT_DEPTH_BIT : aspectMask;
imageView.image = attachment.image;
VK_CHECK_RESULT(vkCreateImageView(vulkanDevice->logicalDevice, &imageView, nullptr, &attachment.view));

View file

@ -349,8 +349,7 @@ public:
VkDrawIndexedIndirectCommand indirectCmd{};
indirectCmd.instanceCount = OBJECT_INSTANCE_COUNT;
indirectCmd.firstInstance = m * OBJECT_INSTANCE_COUNT;
// @todo: Multiple primitives
// A glTF node may consist of multiple primitives, so we may have to do multiple commands per mesh
// A glTF node may consist of multiple primitives, but for this saample we only care for the first primitive
indirectCmd.firstIndex = node->mesh->primitives[0]->firstIndex;
indirectCmd.indexCount = node->mesh->primitives[0]->indexCount;

View file

@ -201,7 +201,6 @@ public:
&primitive_count,
&accelerationStructureBuildSizesInfo);
// @todo: as return value?
createAccelerationStructure(topLevelAS, VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR, accelerationStructureBuildSizesInfo);
// Create a small scratch buffer used during build of the top level acceleration structure

View file

@ -506,7 +506,6 @@ public:
{
uniformData.projection = camera.matrices.perspective;
uniformData.view = camera.matrices.view;
// @todo: paused
uniformData.model = glm::rotate(glm::mat4(1.0f), glm::radians(timer * 360.0f), glm::vec3(1.0f, 0.0f, 0.0f));
uniformData.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f);
memcpy(uniformBuffer.mapped, &uniformData, sizeof(uniformData));

View file

@ -83,7 +83,6 @@ public:
} vertexAttributeBuffers;
// Buffers for the separate vertex attributes
// @todo: rename
struct SeparateVertexBuffers {
vks::Buffer pos, normal, uv, tangent;
} separateVertexBuffers;