parent
add736f6fa
commit
128b096b6e
2 changed files with 4 additions and 4 deletions
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@ -979,7 +979,7 @@ public:
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scissor.offset.x = 0;
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scissor.offset.x = 0;
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scissor.offset.y = 0;
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scissor.offset.y = 0;
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vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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// Bind descriptor set for the currrent frame's uniform buffer, so the shader uses the data from that buffer for this draw
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// Bind descriptor set for the current frame's uniform buffer, so the shader uses the data from that buffer for this draw
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &uniformBuffers[currentFrame].descriptorSet, 0, nullptr);
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &uniformBuffers[currentFrame].descriptorSet, 0, nullptr);
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// Bind the rendering pipeline
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// Bind the rendering pipeline
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// The pipeline (state object) contains all states of the rendering pipeline, binding it will set all the states specified at pipeline creation time
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// The pipeline (state object) contains all states of the rendering pipeline, binding it will set all the states specified at pipeline creation time
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@ -990,7 +990,7 @@ public:
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// Bind triangle index buffer
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// Bind triangle index buffer
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vkCmdBindIndexBuffer(commandBuffer, indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdBindIndexBuffer(commandBuffer, indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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// Draw indexed triangle
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// Draw indexed triangle
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vkCmdDrawIndexed(commandBuffer, indices.count, 1, 0, 0, 1);
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vkCmdDrawIndexed(commandBuffer, indices.count, 1, 0, 0, 0);
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vkCmdEndRenderPass(commandBuffer);
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vkCmdEndRenderPass(commandBuffer);
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// Ending the render pass will add an implicit barrier transitioning the frame buffer color attachment to
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// Ending the render pass will add an implicit barrier transitioning the frame buffer color attachment to
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// VK_IMAGE_LAYOUT_PRESENT_SRC_KHR for presenting it to the windowing system
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// VK_IMAGE_LAYOUT_PRESENT_SRC_KHR for presenting it to the windowing system
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@ -740,7 +740,7 @@ public:
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// Update dynamic scissor state
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// Update dynamic scissor state
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VkRect2D scissor{ 0, 0, width, height };
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VkRect2D scissor{ 0, 0, width, height };
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vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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// Bind descriptor set for the currrent frame's uniform buffer, so the shader uses the data from that buffer for this draw
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// Bind descriptor set for the current frame's uniform buffer, so the shader uses the data from that buffer for this draw
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &uniformBuffers[currentFrame].descriptorSet, 0, nullptr);
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &uniformBuffers[currentFrame].descriptorSet, 0, nullptr);
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// The pipeline (state object) contains all states of the rendering pipeline, binding it will set all the states specified at pipeline creation time
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// The pipeline (state object) contains all states of the rendering pipeline, binding it will set all the states specified at pipeline creation time
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vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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@ -750,7 +750,7 @@ public:
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// Bind triangle index buffer
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// Bind triangle index buffer
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vkCmdBindIndexBuffer(commandBuffer, indexBuffer.handle, 0, VK_INDEX_TYPE_UINT32);
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vkCmdBindIndexBuffer(commandBuffer, indexBuffer.handle, 0, VK_INDEX_TYPE_UINT32);
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// Draw indexed triangle
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// Draw indexed triangle
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vkCmdDrawIndexed(commandBuffer, indexCount, 1, 0, 0, 1);
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vkCmdDrawIndexed(commandBuffer, indexCount, 1, 0, 0, 0);
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// Finish the current dynamic rendering section
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// Finish the current dynamic rendering section
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vkCmdEndRendering(commandBuffer);
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vkCmdEndRendering(commandBuffer);
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