forked from Misaki/GhostEngine
refactor IRenderer
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@@ -6,8 +6,6 @@ namespace Ghost.Graphics.D3D12.Utilities;
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internal unsafe static class D3D12PipelineResource
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{
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public const int BACK_BUFFER_COUNT = 2;
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private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [
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new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.position.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
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new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
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@@ -23,4 +21,4 @@ internal unsafe static class D3D12PipelineResource
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pInputElementDescs = (D3D12_INPUT_ELEMENT_DESC*)Unsafe.AsPointer(ref s_inputElementDescs[0]),
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NumElements = (uint)s_inputElementDescs.Length
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};
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}
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}
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