- bind the vertex inputs as specified by its vertex buffer format
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parent
b0fd5db616
commit
c691a8fe64
6 changed files with 79 additions and 28 deletions
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@ -26,13 +26,7 @@ void VkRenderState::ClearScreen()
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screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
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SetColor(0, 0, 0);
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Apply(DT_TriangleStrip);
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/*
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_DEPTH_TEST);
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mCommandBuffer->draw(4, 1, FFlatVertexBuffer::FULLSCREEN_INDEX, 0);
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glEnable(GL_DEPTH_TEST);
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*/
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}
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void VkRenderState::Draw(int dt, int index, int count, bool apply)
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@ -55,7 +49,6 @@ void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
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BindDescriptorSets();
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drawcalls.Clock();
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if (mMaterial.mMaterial)
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mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
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drawcalls.Unclock();
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}
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@ -147,6 +140,7 @@ void VkRenderState::Apply(int dt)
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// Find a render pass that matches our state
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VkRenderPassKey passKey;
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passKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
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passKey.RenderStyle = mRenderStyle;
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if (mSpecialEffect > EFF_NONE)
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{
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