Refactor Vertex Shader input vertex layout to use GPUVertexLayout defined on Vertex Buffer rather than Vertex Shader

#3044 #2667
This commit is contained in:
Wojtek Figat
2024-12-15 22:10:45 +01:00
parent 666efb7675
commit b3f37ca041
66 changed files with 786 additions and 579 deletions

View File

@@ -300,7 +300,7 @@ void StaticModel::FlushVertexColors()
vertexColorsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("VertexColors"));
if (vertexColorsBuffer->GetSize() != size)
{
if (vertexColorsBuffer->Init(GPUBufferDescription::Vertex(sizeof(Color32), vertexColorsData.Count())))
if (vertexColorsBuffer->Init(GPUBufferDescription::Vertex(VB2ElementType::GetLayout(), sizeof(Color32), vertexColorsData.Count(), nullptr)))
break;
}
GPUDevice::Instance->GetMainContext()->UpdateBuffer(vertexColorsBuffer, vertexColorsData.Get(), size);