From 8bebe2b4629577e3c2b3fc80dcfb3d803c77a587 Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Mon, 28 May 2018 21:52:52 -0700 Subject: Moved Stride to vertex layout desc; updated tests --- Tests/TestApp/assets/TestRenderScripts.lua | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'Tests/TestApp/assets/TestRenderScripts.lua') diff --git a/Tests/TestApp/assets/TestRenderScripts.lua b/Tests/TestApp/assets/TestRenderScripts.lua index c3a37a3..090c374 100644 --- a/Tests/TestApp/assets/TestRenderScripts.lua +++ b/Tests/TestApp/assets/TestRenderScripts.lua @@ -115,9 +115,9 @@ PSOInst = PipelineState.Create }, InputLayout = { - { InputIndex = 0, BufferSlot = 0, NumComponents = 3, ValueType = "VT_FLOAT32", IsNormalized = false}, - { InputIndex = 1, BufferSlot = 1, NumComponents = 4, ValueType = "VT_UINT8", IsNormalized = true}, - { InputIndex = 2, BufferSlot = 2, NumComponents = 2, ValueType = "VT_FLOAT32", IsNormalized = false, Frequency = "FREQUENCY_PER_INSTANCE"}, + { InputIndex = 0, BufferSlot = 0, NumComponents = 3, ValueType = "VT_FLOAT32", IsNormalized = false, Stride = 4*3}, + { InputIndex = 1, BufferSlot = 1, NumComponents = 4, ValueType = "VT_UINT8", IsNormalized = true, Stride = 4*1}, + { InputIndex = 2, BufferSlot = 2, NumComponents = 2, ValueType = "VT_FLOAT32", IsNormalized = false, Frequency = "FREQUENCY_PER_INSTANCE", Stride = 0}, }, PrimitiveTopology = "PRIMITIVE_TOPOLOGY_TRIANGLE_LIST", pVS = MinimalInstVS, @@ -209,14 +209,14 @@ function DrawTris(DrawAttrs) if( DrawAttrs.NumInstances == 1 ) then Context.SetPipelineState(PSO) - Context.SetVertexBuffers(0, VertexBuffer1, 0, 4*3, ColorsBuffer1, 0, 1*4, "SET_VERTEX_BUFFERS_FLAG_RESET") + Context.SetVertexBuffers(0, VertexBuffer1, 0, ColorsBuffer1, 0, "SET_VERTEX_BUFFERS_FLAG_RESET") SRB:BindResources({"SHADER_TYPE_VERTEX", "SHADER_TYPE_PIXEL"}, ResMapping, {"BIND_SHADER_RESOURCES_UPDATE_UNRESOLVED", "BIND_SHADER_RESOURCES_ALL_RESOLVED"}) Context.TransitionShaderResources(PSO) Context.CommitShaderResources() Context.Draw(DrawAttrs) else Context.SetPipelineState(PSOInst) - Context.SetVertexBuffers(0, VertexBuffer2, ColorsBuffer2, 0, 1*4, InstanceBuffer, 0, "SET_VERTEX_BUFFERS_FLAG_RESET") + Context.SetVertexBuffers(0, VertexBuffer2, ColorsBuffer2, 0, InstanceBuffer, 0, "SET_VERTEX_BUFFERS_FLAG_RESET") Context.SetIndexBuffer(IndexBuffer) SRBInst:BindResources({"SHADER_TYPE_VERTEX", "SHADER_TYPE_PIXEL"}, ResMapping, {"BIND_SHADER_RESOURCES_UPDATE_UNRESOLVED", "BIND_SHADER_RESOURCES_ALL_RESOLVED"}) Context.TransitionShaderResources(PSOInst) -- cgit v1.2.3