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/DynamicBuffer.h"
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#include "Engine/Graphics/Shaders/GPUShader.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/Animations/AnimationUtils.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/Half.h"
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@@ -604,6 +605,14 @@ bool Render2DService::Init()
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GUIShader.Get()->OnReloading.Bind<OnGUIShaderReloading>();
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#endif
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VB.SetLayout(GPUVertexLayout::Get({
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{ VertexElement::Types::Position, 0, 0, 0, PixelFormat::R32G32_Float },
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{ VertexElement::Types::TexCoord, 0, 0, 0, PixelFormat::R16G16_Float },
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{ VertexElement::Types::Color, 0, 0, 0, PixelFormat::R32G32B32A32_Float },
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{ VertexElement::Types::TexCoord1, 0, 0, 0, PixelFormat::R32G32B32A32_Float },
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{ VertexElement::Types::TexCoord2, 0, 0, 0, PixelFormat::R32G32B32A32_Float },
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}));
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DrawCalls.EnsureCapacity(RENDER2D_INITIAL_DRAW_CALL_CAPACITY);
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return false;
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