vkCmdDraw implementation Piped all the information from the vertex buffers and the pipeline to the renderer to perform a draw. In order for the renderer and the context to have proper lifetimes, they both reside in the Queue object for now. Bug b/118619338 Change-Id: Ifa03acd13ceb065a856b50f2cffadd4ee6b9a163 Reviewed-on: https://swiftshader-review.googlesource.com/c/23111 Reviewed-by: Corentin Wallez <cwallez@google.com> Reviewed-by: Chris Forbes <chrisforbes@google.com> Tested-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Vulkan/VkPipeline.hpp b/src/Vulkan/VkPipeline.hpp index 77a3d21..a38a105 100644 --- a/src/Vulkan/VkPipeline.hpp +++ b/src/Vulkan/VkPipeline.hpp
@@ -58,13 +58,14 @@ void compileShaders(const VkAllocationCallbacks* pAllocator, const VkGraphicsPipelineCreateInfo* pCreateInfo); + uint32_t computePrimitiveCount(uint32_t vertexCount) const; const sw::Context& getContext() const; const sw::Rect& getScissor() const; const VkViewport& getViewport() const; const sw::Color<float>& getBlendConstants() const; private: - rr::Routine* vertexRoutine; + rr::Routine* vertexRoutine; rr::Routine* fragmentRoutine; sw::Context context; sw::Rect scissor;