Adds instancing support to backend and enables it for minimap.

Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4650
This was SVN commit r26901.
This commit is contained in:
vladislavbelov
2022-05-24 07:11:23 +00:00
parent 7cbe8125f7
commit a6f60afdc5
35 changed files with 538 additions and 204 deletions
+8 -4
View File
@@ -188,13 +188,17 @@ void CLOSTexture::InterpolateLOS(Renderer::Backend::IDeviceCommandContext* devic
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32_SFLOAT, 0, 0, 0);
Renderer::Backend::Format::R32G32_SFLOAT, 0, 0,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32_SFLOAT, 0, 0, 1);
Renderer::Backend::Format::R32G32_SFLOAT, 0, 0,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1);
deviceCommandContext->SetVertexBufferData(0, quadVerts);
deviceCommandContext->SetVertexBufferData(1, quadTex);
deviceCommandContext->SetVertexBufferData(
0, quadVerts, std::size(quadVerts) * sizeof(quadVerts[0]));
deviceCommandContext->SetVertexBufferData(
1, quadTex, std::size(quadTex) * sizeof(quadTex[0]));
deviceCommandContext->Draw(0, 6);