Refactor Vertex Shader input vertex layout to use GPUVertexLayout defined on Vertex Buffer rather than Vertex Shader
#3044 #2667
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@@ -19,6 +19,7 @@
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/DynamicBuffer.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Animations/AnimationUtils.h"
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#include "Engine/Profiler/Profiler.h"
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@@ -689,7 +690,7 @@ void DebugDrawService::Update()
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// Vertex buffer
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if (DebugDrawVB == nullptr)
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DebugDrawVB = New<DynamicVertexBuffer>((uint32)(DEBUG_DRAW_INITIAL_VB_CAPACITY * sizeof(Vertex)), (uint32)sizeof(Vertex), TEXT("DebugDraw.VB"));
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DebugDrawVB = New<DynamicVertexBuffer>((uint32)(DEBUG_DRAW_INITIAL_VB_CAPACITY * sizeof(Vertex)), (uint32)sizeof(Vertex), TEXT("DebugDraw.VB"), Vertex::GetLayout());
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}
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void DebugDrawService::Dispose()
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@@ -710,6 +711,14 @@ void DebugDrawService::Dispose()
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DebugDrawShader = nullptr;
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}
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GPUVertexLayout* DebugDraw::Vertex::GetLayout()
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{
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return GPUVertexLayout::Get({
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{ VertexElement::Types::Position, 0, 0, 0, PixelFormat::R32G32B32_Float },
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{ VertexElement::Types::Color, 0, 12, 0, PixelFormat::R8G8B8A8_UNorm },
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});
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}
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#if USE_EDITOR
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void* DebugDraw::AllocateContext()
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