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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.
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@@ -188,13 +188,17 @@ void CLOSTexture::InterpolateLOS(Renderer::Backend::IDeviceCommandContext* devic
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, 0, 0);
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Renderer::Backend::Format::R32G32_SFLOAT, 0, 0,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::UV0,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, 0, 1);
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Renderer::Backend::Format::R32G32_SFLOAT, 0, 0,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1);
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deviceCommandContext->SetVertexBufferData(0, quadVerts);
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deviceCommandContext->SetVertexBufferData(1, quadTex);
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deviceCommandContext->SetVertexBufferData(
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0, quadVerts, std::size(quadVerts) * sizeof(quadVerts[0]));
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deviceCommandContext->SetVertexBufferData(
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1, quadTex, std::size(quadTex) * sizeof(quadTex[0]));
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deviceCommandContext->Draw(0, 6);
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