Fix vertex format binding;

This commit is contained in:
bjorn 2022-08-12 17:43:41 -07:00
parent 7e5221492d
commit 3b33f4917e
1 changed files with 43 additions and 45 deletions

View File

@ -4011,25 +4011,7 @@ static void bindPipeline(Pass* pass, Draw* draw, Shader* shader) {
}
// Vertex formats
if (pipeline->formatHash != 1 + draw->vertex.format) {
if (!draw->vertex.buffer) {
pipeline->formatHash = 1 + draw->vertex.format;
pipeline->info.vertex = state.vertexFormats[draw->vertex.format];
pipeline->dirty = true;
if (shader->hasCustomAttributes) {
for (uint32_t i = 0; i < shader->attributeCount; i++) {
if (shader->attributes[i].location < 10) {
pipeline->info.vertex.attributes[pipeline->info.vertex.attributeCount++] = (gpu_attribute) {
.buffer = 1,
.location = shader->attributes[i].location,
.type = GPU_TYPE_F32x4,
.offset = shader->attributes[i].location == LOCATION_COLOR ? 16 : 0
};
}
}
}
} else {
if (draw->vertex.buffer && pipeline->formatHash != draw->vertex.buffer->hash) {
pipeline->formatHash = draw->vertex.buffer->hash;
pipeline->info.vertex.bufferCount = 2;
pipeline->info.vertex.attributeCount = shader->attributeCount;
@ -4065,6 +4047,22 @@ static void bindPipeline(Pass* pass, Draw* draw, Shader* shader) {
};
}
}
} else if (!draw->vertex.buffer && pipeline->formatHash != 1 + draw->vertex.format) {
pipeline->formatHash = 1 + draw->vertex.format;
pipeline->info.vertex = state.vertexFormats[draw->vertex.format];
pipeline->dirty = true;
if (shader->hasCustomAttributes) {
for (uint32_t i = 0; i < shader->attributeCount; i++) {
if (shader->attributes[i].location < 10) {
pipeline->info.vertex.attributes[pipeline->info.vertex.attributeCount++] = (gpu_attribute) {
.buffer = 1,
.location = shader->attributes[i].location,
.type = GPU_TYPE_F32x4,
.offset = shader->attributes[i].location == LOCATION_COLOR ? 16 : 0
};
}
}
}
}