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[hud] Use new binding methods for HUD rendering
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9d967f2fed
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@ -104,13 +104,13 @@ namespace dxvk::hud {
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if (m_mode != Mode::RenderText) {
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if (m_mode != Mode::RenderText) {
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m_mode = Mode::RenderText;
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m_mode = Mode::RenderText;
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m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_textShaders.vert);
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m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, Rc<DxvkShader>(m_textShaders.vert));
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m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_textShaders.frag);
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m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, Rc<DxvkShader>(m_textShaders.frag));
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m_context->bindResourceBuffer (VK_SHADER_STAGE_VERTEX_BIT, 0, DxvkBufferSlice(m_fontBuffer));
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m_context->bindResourceBuffer (VK_SHADER_STAGE_VERTEX_BIT, 0, DxvkBufferSlice(m_fontBuffer));
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m_context->bindResourceView (VK_SHADER_STAGE_VERTEX_BIT, 1, nullptr, m_dataView);
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m_context->bindResourceView (VK_SHADER_STAGE_VERTEX_BIT, 1, nullptr, Rc<DxvkBufferView>(m_dataView));
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m_context->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 2, m_fontSampler);
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m_context->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 2, Rc<DxvkSampler>(m_fontSampler));
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m_context->bindResourceView (VK_SHADER_STAGE_FRAGMENT_BIT, 2, m_fontView, nullptr);
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m_context->bindResourceView (VK_SHADER_STAGE_FRAGMENT_BIT, 2, Rc<DxvkImageView>(m_fontView), nullptr);
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static const DxvkInputAssemblyState iaState = {
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static const DxvkInputAssemblyState iaState = {
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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@ -126,8 +126,8 @@ namespace dxvk::hud {
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if (m_mode != Mode::RenderGraph) {
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if (m_mode != Mode::RenderGraph) {
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m_mode = Mode::RenderGraph;
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m_mode = Mode::RenderGraph;
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m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_graphShaders.vert);
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m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, Rc<DxvkShader>(m_graphShaders.vert));
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m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_graphShaders.frag);
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m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, Rc<DxvkShader>(m_graphShaders.frag));
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m_context->bindResourceBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_dataBuffer));
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m_context->bindResourceBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_dataBuffer));
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