[WIP] optimizing VDM Support
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@@ -165,12 +165,16 @@ public:
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if(!vab_list->IsFull())return(false);
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vkCmdBindVertexBuffers(cmd_buf,0,vab_list->vab_count,vab_list->vab_list,vab_list->vab_offset);
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vkCmdBindVertexBuffers(cmd_buf,
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0, //first binding
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vab_list->vab_count, //binding count
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vab_list->vab_list, //buffers
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vab_list->vab_offset); //buffer offsets
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return(true);
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}
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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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void BindIBO(IBAccess *);
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bool BindVAB(Renderable *);
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@@ -209,7 +213,7 @@ 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 PrimitiveRenderBuffer *prb,const PrimitiveRenderData *prd);
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void Draw (const PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd);
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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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