OK! Can RUN! full OK!...next step is to create VDMRender in MaterialRenderList

This commit is contained in:
2024-05-28 23:10:50 +08:00
parent 86ff7517d9
commit ca8e36687f
16 changed files with 163 additions and 153 deletions

View File

@@ -174,9 +174,9 @@ public:
return(true);
}
void BindIBO(IBAccess *);
void BindIBO(IndexBuffer *,const VkDeviceSize byte_offset=0);
bool BindVAB(Renderable *);
bool BindRenderBuffer(const PrimitiveDataBuffer *);
void SetViewport (uint32_t first,uint32_t count,const VkViewport *vp) {vkCmdSetViewport(cmd_buf,first,count,vp);}
void SetScissor (uint32_t first,uint32_t count,const VkRect2D *sci) {vkCmdSetScissor(cmd_buf,first,count,sci);}
@@ -213,8 +213,7 @@ public: //draw
void DrawIndirect (VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndirectCommand )){return DrawIndirect( buf,0,drawCount,stride);}
void DrawIndexedIndirect(VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndexedIndirectCommand )){return DrawIndexedIndirect( buf,0,drawCount,stride);}
void Draw (const PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd);
// void DrawIndexed (const IBAccess *iba,const uint32_t instance_count);
void Draw (const PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd,const uint32_t instance_count=1,const uint32_t first_instance=0);
public: //dynamic state
};//class RenderCmdBuffer:public GPUCmdBuffer