Have Draw and DrawIndexed share command and struct. Will make the next change easier.

This commit is contained in:
Henrik Rydgård 2023-05-10 10:40:07 +02:00
parent d5e0299b0b
commit c7caefe6d8
4 changed files with 15 additions and 15 deletions

View file

@ -1187,20 +1187,21 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step, bool first, bool last
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::GENMIPS:
// TODO: Should we include the texture handle in the command?
// Also, should this not be an init command?
glGenerateMipmap(GL_TEXTURE_2D);
break;
case GLRRenderCommand::DRAW:
glDrawArrays(c.draw.mode, c.draw.first, c.draw.count);
break;
case GLRRenderCommand::DRAW_INDEXED:
if (c.draw.instances == 1) {
if (c.draw.indexType == 0) {
glDrawArrays(c.draw.mode, c.draw.first, c.draw.count);
} else if (c.draw.instances == 1) {
glDrawElements(c.draw.mode, c.draw.count, c.draw.indexType, c.draw.indices);
} else {
glDrawElementsInstanced(c.draw.mode, c.draw.count, c.draw.indexType, c.draw.indices, c.draw.instances);
}
CHECK_GL_ERROR_IF_DEBUG();
break;
case GLRRenderCommand::GENMIPS:
// TODO: Should we include the texture handle in the command?
// Also, should this not be an init command?
glGenerateMipmap(GL_TEXTURE_2D);
CHECK_GL_ERROR_IF_DEBUG();
break;
case GLRRenderCommand::TEXTURESAMPLER:
{