Changeset 27222
- Timestamp:
- Nov 13, 2022, 8:19:08 PM (20 months ago)
- File:
-
- 1 edited
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- Added
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ps/trunk/source/renderer/OverlayRenderer.cpp
r27209 r27222 164 164 quadVertices.AddAttribute(&quadAttributeColor); 165 165 166 quadAttributeUV.format = Renderer::Backend::Format::R 16G16_SINT;166 quadAttributeUV.format = Renderer::Backend::Format::RT; 167 167 quadVertices.AddAttribute(&quadAttributeUV); 168 168 … … 309 309 VertexArrayIterator<CVector3D> vertexPos = m->quadAttributePos.GetIterator<CVector3D>(); 310 310 VertexArrayIterator<SColor4ub> vertexColor = m->quadAttributeColor.GetIterator<SColor4ub>(); 311 VertexArrayIterator< short[2]> vertexUV = m->quadAttributeUV.GetIterator<short[2]>();311 VertexArrayIterator<t[2]>(); 312 312 313 313 size_t indicesIdx = 0; … … 545 545 const uint32_t firstVertexOffset = m->quadVertices.GetOffset() * vertexStride; 546 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 547 564 const int32_t baseTexBindingSlot = shader->GetBindingSlot(str_baseTex); 548 565 const int32_t maskTexBindingSlot = shader->GetBindingSlot(str_maskTex); … … 565 582 deviceCommandContext->SetTexture( 566 583 maskTexBindingSlot, maskPair.m_TextureMask->GetBackendTexture()); 567 568 // TODO: move setting format out of the loop, we might want move the offset569 // to the index offset when it's supported.570 deviceCommandContext->SetVertexAttributeFormat(571 Renderer::Backend::VertexAttributeStream::POSITION,572 m->quadAttributePos.format, m->quadAttributePos.offset, vertexStride,573 Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);574 deviceCommandContext->SetVertexAttributeFormat(575 Renderer::Backend::VertexAttributeStream::COLOR,576 m->quadAttributeColor.format, m->quadAttributeColor.offset, vertexStride,577 Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);578 deviceCommandContext->SetVertexAttributeFormat(579 Renderer::Backend::VertexAttributeStream::UV0,580 m->quadAttributeUV.format, m->quadAttributeUV.offset, vertexStride,581 Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);582 deviceCommandContext->SetVertexAttributeFormat(583 Renderer::Backend::VertexAttributeStream::UV1,584 m->quadAttributeUV.format, m->quadAttributeUV.offset, vertexStride,585 Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);586 587 deviceCommandContext->SetVertexBuffer(588 0, m->quadVertices.GetBuffer(), firstVertexOffset);589 deviceCommandContext->SetIndexBuffer(m->quadIndices.GetBuffer());590 584 591 585 deviceCommandContext->DrawIndexed(m->quadIndices.GetOffset() + batchRenderData.m_IndicesBase, batchNumQuads * 6, 0);
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