OK! Can RUN! full OK!...next step is to create VDMRender in MaterialRenderList
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@@ -174,9 +174,9 @@ public:
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return(true);
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}
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void BindIBO(IBAccess *);
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void BindIBO(IndexBuffer *,const VkDeviceSize byte_offset=0);
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bool BindVAB(Renderable *);
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bool BindRenderBuffer(const PrimitiveDataBuffer *);
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void SetViewport (uint32_t first,uint32_t count,const VkViewport *vp) {vkCmdSetViewport(cmd_buf,first,count,vp);}
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void SetScissor (uint32_t first,uint32_t count,const VkRect2D *sci) {vkCmdSetScissor(cmd_buf,first,count,sci);}
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@@ -213,8 +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 PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd);
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// void DrawIndexed (const IBAccess *iba,const uint32_t instance_count);
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void Draw (const PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd,const uint32_t instance_count=1,const uint32_t first_instance=0);
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public: //dynamic state
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};//class RenderCmdBuffer:public GPUCmdBuffer
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