[spline/bezier]Unify hardware tessellation of bezier and spline.
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11 changed files with 153 additions and 187 deletions
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@ -212,7 +212,7 @@ void DrawEngineVulkan::FrameData::Destroy(VulkanContext *vulkan) {
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}
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void DrawEngineVulkan::DestroyDeviceObjects() {
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delete tessDataTransfer;
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delete tessDataTransferVulkan;
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tessDataTransfer = tessDataTransferVulkan = nullptr;
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for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
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@ -1014,14 +1014,7 @@ void DrawEngineVulkan::UpdateUBOs(FrameData *frame) {
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}
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}
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DrawEngineVulkan::TessellationDataTransferVulkan::TessellationDataTransferVulkan(VulkanContext *vulkan)
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: TessellationDataTransfer(), vulkan_(vulkan) {
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}
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DrawEngineVulkan::TessellationDataTransferVulkan::~TessellationDataTransferVulkan() {
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}
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void DrawEngineVulkan::TessellationDataTransferVulkan::SendDataToShader(const SimpleVertex *const *points, int size, u32 vertType, const Weight2D &weights) {
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void TessellationDataTransferVulkan::SendDataToShader(const SimpleVertex *const *points, int size, u32 vertType, const Weight2D &weights) {
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// SSBOs that are not simply float1 or float2 need to be padded up to a float4 size. vec3 members
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// also need to be 16-byte aligned, hence the padding.
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struct TessData {
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