implementing proper graphics pipeline creations
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@@ -218,7 +218,7 @@ pub fn bindVertexBuffer(interface: *Interface, index: usize, buffer: *base.Buffe
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pub fn execute(context: *anyopaque, device: *ExecutionDevice) VkError!void {
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const impl: *Impl = @ptrCast(@alignCast(context));
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device.renderer.dynamic_state.vertex_buffers[impl.index] = .{
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device.pipeline_states[ExecutionDevice.GRAPHICS_PIPELINE_STATE].data.graphics.vertex_buffers[impl.index] = .{
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.buffer = impl.buffer,
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.offset = impl.offset,
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.size = 0,
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@@ -482,8 +482,7 @@ pub fn draw(interface: *Interface, vertex_count: usize, instance_count: usize, f
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pub fn execute(context: *anyopaque, device: *ExecutionDevice) VkError!void {
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const impl: *Impl = @ptrCast(@alignCast(context));
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_ = impl;
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_ = device;
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device.renderer.drawPrimitive(impl.vertex_count, impl.instance_count, impl.first_vertex, impl.first_instance);
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}
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};
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