Fixes calls to SetVertexAttributeFormat with zero stride.
This was SVN commit r27139.
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a311539ec9
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@ -192,11 +192,11 @@ 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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1);
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deviceCommandContext->SetVertexBufferData(
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@ -106,11 +106,11 @@ void DrawTexture(
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1);
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deviceCommandContext->SetVertexBufferData(
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@ -129,7 +129,7 @@ void CDebugRenderer::DrawLine(
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
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deviceCommandContext->SetVertexBufferData(
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0, vertices.data(), vertices.size() * sizeof(vertices[0]));
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@ -184,7 +184,7 @@ void CDebugRenderer::DrawCircle(const CVector3D& origin, const float radius, con
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
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deviceCommandContext->SetVertexBufferData(
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0, vertices.data(), vertices.size() * sizeof(vertices[0]));
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@ -264,7 +264,7 @@ void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& colo
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
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deviceCommandContext->SetVertexBufferData(
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0, vertices.data(), vertices.size() * sizeof(vertices[0]));
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@ -287,7 +287,7 @@ void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& colo
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
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deviceCommandContext->SetVertexBufferData(
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0, vertices.data(), vertices.size() * sizeof(vertices[0]));
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@ -348,7 +348,7 @@ void CDebugRenderer::DrawBoundingBox(
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
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deviceCommandContext->SetVertexBufferData(
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0, data.data(), data.size() * sizeof(data[0]));
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@ -402,7 +402,7 @@ void CDebugRenderer::DrawBrush(const CBrush& brush, const CColor& color, bool wi
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
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deviceCommandContext->SetVertexBufferData(
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0, data.data(), data.size() * sizeof(data[0]));
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@ -638,11 +638,11 @@ void OverlayRenderer::RenderForegroundOverlays(
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1);
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deviceCommandContext->SetVertexBufferData(
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@ -233,11 +233,11 @@ void CPostprocManager::ApplyBlurDownscale2x(
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1);
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deviceCommandContext->SetVertexBufferData(
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@ -303,11 +303,11 @@ void CPostprocManager::ApplyBlurGauss(
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1);
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deviceCommandContext->SetVertexBufferData(
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@ -343,11 +343,11 @@ void CPostprocManager::ApplyBlurGauss(
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1);
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deviceCommandContext->SetVertexBufferData(
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@ -477,11 +477,11 @@ void CPostprocManager::ApplyEffect(
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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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,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1);
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deviceCommandContext->SetVertexBufferData(
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