change grid shader primitive to line from triangle
This commit is contained in:
+9
-20
@@ -733,29 +733,14 @@ bool renderer_init(SDL_Window *window_) {
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.fragment_shader = fragment_shader,
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.vertex_input_state = {
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.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){
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{
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.slot = 0,
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.pitch = 20,
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.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
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.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){},
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.num_vertex_buffers = 0,
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.instance_step_rate = 0,
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},
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},
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.num_vertex_buffers = 1,
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.vertex_attributes = (SDL_GPUVertexAttribute[]){
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{
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.location = 0,
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.buffer_slot = 0,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
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.offset = 0,
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},
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},
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.num_vertex_attributes = 1,
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.vertex_attributes = (SDL_GPUVertexAttribute[]){},
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.num_vertex_attributes = 0,
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},
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.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
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.primitive_type = SDL_GPU_PRIMITIVETYPE_LINELIST,
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.rasterizer_state = {
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.fill_mode = SDL_GPU_FILLMODE_FILL,
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@@ -824,6 +809,10 @@ bool renderer_init(SDL_Window *window_) {
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SDL_ReleaseGPUShader(device, fragment_shader);
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}
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for (int i = 0; i < R_SHADER_COUNT; i++) {
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SDL_assert(shaders[i]);
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}
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transfer_buffer = SDL_CreateGPUTransferBuffer(device, &(SDL_GPUTransferBufferCreateInfo){
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.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = 64 * 1024,
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