Set vertex input state flags to zero
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8ee2687ced
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1 changed files with 9 additions and 8 deletions
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@ -41,7 +41,7 @@ public:
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struct {
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struct {
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VkBuffer buf;
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VkBuffer buf;
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VkDeviceMemory mem;
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VkDeviceMemory mem;
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VkPipelineVertexInputStateCreateInfo vi;
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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} vertices;
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@ -542,12 +542,13 @@ public:
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vertices.attributeDescriptions[1].binding = 0;
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vertices.attributeDescriptions[1].binding = 0;
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// Assign to vertex buffer
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// Assign to vertex buffer
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vertices.vi.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertices.inputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertices.vi.pNext = NULL;
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vertices.inputState.pNext = NULL;
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vertices.vi.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
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vertices.inputState.flags = VK_FLAGS_NONE;
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vertices.vi.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
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vertices.vi.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.vi.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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}
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}
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void setupDescriptorPool()
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void setupDescriptorPool()
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@ -757,7 +758,7 @@ public:
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// Assign pipeline state create information
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// Assign pipeline state create information
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.pStages = shaderStages.data();
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pipelineCreateInfo.pStages = shaderStages.data();
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pipelineCreateInfo.pVertexInputState = &vertices.vi;
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pipelineCreateInfo.pVertexInputState = &vertices.inputState;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
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