graphics: store vertex attribute bindings without duplicated arrays

This commit is contained in:
nmzik
2026-09-29 03:25:22 +04:00
parent 8e42e99788
commit b43bf9f7fb
6 changed files with 115 additions and 79 deletions
+5 -9
View File
@@ -174,15 +174,10 @@ struct ShaderSamplerResource {
};
struct ShaderVertexInputBuffer {
static constexpr int ATTR_MAX = 32;
uint64_t addr = 0;
uint32_t stride = 0;
uint32_t num_records = 0;
uint32_t fetch_index = 0;
int attr_num = 0;
int attr_indices[ATTR_MAX] = {0};
uint32_t attr_offsets[ATTR_MAX] = {0};
uint64_t addr = 0;
uint32_t stride = 0;
uint32_t num_records = 0;
uint32_t fetch_index = 0;
};
struct ShaderVertexDestination {
@@ -190,6 +185,7 @@ struct ShaderVertexDestination {
int registers_num = 0;
int attr_id = -1;
uint32_t fetch_index = 0;
int buffer_index = 0;
};
enum class ShaderStorageUsage {