Cleanup 2/2
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@ -19,7 +19,7 @@
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namespace ia::iae
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{
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RDC_Pipeline::RDC_Pipeline(IN SDL_GPUTextureFormat renderTargetFormat, IN CONST StageDesc &vertexStageDesc,
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IN CONST StageDesc &pixelStageDesc, IN BOOL enableVertexBuffer)
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IN CONST StageDesc &pixelStageDesc, IN SDL_GPUPrimitiveType primitiveType, IN BOOL enableVertexBuffer)
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{
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SDL_GPUShader *vertexShader{};
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SDL_GPUShader *pixelShader{};
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@ -69,7 +69,7 @@ namespace ia::iae
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SDL_GPUVertexAttribute vertexAttributes[] = {
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{.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = 0},
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{.location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = sizeof(Vec2)}};
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{.location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, .offset = sizeof(Vec2)}};
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SDL_GPUGraphicsPipelineCreateInfo createInfo = {
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.vertex_shader = vertexShader,
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@ -77,8 +77,8 @@ namespace ia::iae
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.vertex_input_state = SDL_GPUVertexInputState{.vertex_buffer_descriptions = &vertexBufferDesc,
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.num_vertex_buffers = enableVertexBuffer ? (UINT32) 1 : 0,
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.vertex_attributes = vertexAttributes,
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.num_vertex_attributes = enableVertexBuffer ? (UINT32) 2 : 0},
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.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
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.num_vertex_attributes = enableVertexBuffer ? (UINT32)2 : 0},
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.primitive_type = primitiveType,
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.rasterizer_state = SDL_GPURasterizerState{.fill_mode = SDL_GPU_FILLMODE_FILL,
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.cull_mode = SDL_GPU_CULLMODE_NONE,
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.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
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