uint32_t ShaderManagerVulkan::UpdateUniforms() { uint32_t dirty = globalDirty_; if (globalDirty_) { BaseUpdateUniforms(dirty); LightUpdateUniforms(dirty); BoneUpdateUniforms(dirty); } globalDirty_ = 0; return dirty; }
uint64_t ShaderManagerVulkan::UpdateUniforms() { uint64_t dirty = gstate_c.GetDirtyUniforms(); if (dirty != 0) { if (dirty & DIRTY_BASE_UNIFORMS) BaseUpdateUniforms(&ub_base, dirty, false); if (dirty & DIRTY_LIGHT_UNIFORMS) LightUpdateUniforms(&ub_lights, dirty); if (dirty & DIRTY_BONE_UNIFORMS) BoneUpdateUniforms(&ub_bones, dirty); } gstate_c.CleanUniforms(); return dirty; }