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authorassiduous <assiduous@diligentgraphics.com>2020-09-10 04:47:03 +0000
committerassiduous <assiduous@diligentgraphics.com>2020-09-10 04:47:03 +0000
commit02742f2efe4d400dc3562730badb5ea13aaa0876 (patch)
treefc41669e1583c22af650cff12746a9f3347bb50c /Graphics/GraphicsEngineVulkan
parentFixed merge conflicts (diff)
downloadDiligentCore-02742f2efe4d400dc3562730badb5ea13aaa0876.tar.gz
DiligentCore-02742f2efe4d400dc3562730badb5ea13aaa0876.zip
Another set of minor updates to mesh shader implementation
Diffstat (limited to 'Graphics/GraphicsEngineVulkan')
-rw-r--r--Graphics/GraphicsEngineVulkan/src/PipelineLayout.cpp2
-rw-r--r--Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp6
2 files changed, 4 insertions, 4 deletions
diff --git a/Graphics/GraphicsEngineVulkan/src/PipelineLayout.cpp b/Graphics/GraphicsEngineVulkan/src/PipelineLayout.cpp
index 13f2affe..65c948a4 100644
--- a/Graphics/GraphicsEngineVulkan/src/PipelineLayout.cpp
+++ b/Graphics/GraphicsEngineVulkan/src/PipelineLayout.cpp
@@ -43,7 +43,7 @@ namespace Diligent
static VkShaderStageFlagBits ShaderTypeToVkShaderStageFlagBit(SHADER_TYPE ShaderType)
{
- static_assert(SHADER_TYPE_LAST == SHADER_TYPE_MESH, "Please update the switch below to handle the new shader type");
+ static_assert(SHADER_TYPE_LAST == 0x080, "Please update the switch below to handle the new shader type");
switch (ShaderType)
{
// clang-format off
diff --git a/Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp b/Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp
index b136487f..949086b8 100644
--- a/Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp
+++ b/Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp
@@ -345,11 +345,11 @@ PipelineStateVkImpl::PipelineStateVkImpl(IReferenceCounters* pRefCoun
if (m_Desc.PipelineType == PIPELINE_TYPE_MESH)
{
- // Input assembly doesn't used during mesh pipeline creation, so topology may contain any value.
- // Validation layers may generate warning if used point_list topology, so set another value.
+ // Input assembly is not used in the mesh pipeline, so topology may contain any value.
+ // Validation layers may generate a warning if point_list topology is used, so use MAX_ENUM value.
InputAssemblyCI.topology = VK_PRIMITIVE_TOPOLOGY_MAX_ENUM;
- // Vertex input state and tessellation state are ignored in mesh pipeline and shuld be null.
+ // Vertex input state and tessellation state are ignored in a mesh pipeline and should be null.
PipelineCI.pVertexInputState = nullptr;
PipelineCI.pTessellationState = nullptr;
}