create DrawData that it split from VertexInputData
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@@ -165,12 +165,12 @@ public:
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if(!vbo_list->IsFull())return(false);
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vkCmdBindVertexBuffers(cmd_buf,0,vbo_list->binding_count,vbo_list->buffer_list,vbo_list->buffer_offset);
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vkCmdBindVertexBuffers(cmd_buf,0,vbo_list->vab_count,vbo_list->vab_list,vbo_list->vab_offset);
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return(true);
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}
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// void BindIBO(const IBAccess *);
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void BindIBO(IndexBuffer *ibo,VkDeviceSize offset); ///<绑定IBO,注意offset意为索引偏移量,不是字节
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bool BindVBO(Renderable *);
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@@ -200,8 +200,8 @@ public: //draw
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void DrawIndirect (VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndirectCommand )){return DrawIndirect( buf,0,drawCount,stride);}
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void DrawIndexedIndirect(VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndexedIndirectCommand )){return DrawIndexedIndirect( buf,0,drawCount,stride);}
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void Draw (const VertexInputData *vid);
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void DrawIndexed (const IBAccess *iba,const uint32_t instance_count);
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void Draw (const VertexInputData *vid,const DrawData *dd);
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// void DrawIndexed (const IBAccess *iba,const uint32_t instance_count);
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public: //dynamic state
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};//class RenderCmdBuffer:public GPUCmdBuffer
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