change grid shader primitive to line from triangle

This commit is contained in:
Sven Balzer
2026-08-01 09:37:43 +02:00
parent 08b8b397e2
commit f564c14354
7 changed files with 69 additions and 146 deletions
+9 -20
View File
@@ -733,29 +733,14 @@ bool renderer_init(SDL_Window *window_) {
.fragment_shader = fragment_shader,
.vertex_input_state = {
.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){
{
.slot = 0,
.pitch = 20,
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){},
.num_vertex_buffers = 0,
.instance_step_rate = 0,
},
},
.num_vertex_buffers = 1,
.vertex_attributes = (SDL_GPUVertexAttribute[]){
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.offset = 0,
},
},
.num_vertex_attributes = 1,
.vertex_attributes = (SDL_GPUVertexAttribute[]){},
.num_vertex_attributes = 0,
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.primitive_type = SDL_GPU_PRIMITIVETYPE_LINELIST,
.rasterizer_state = {
.fill_mode = SDL_GPU_FILLMODE_FILL,
@@ -824,6 +809,10 @@ bool renderer_init(SDL_Window *window_) {
SDL_ReleaseGPUShader(device, fragment_shader);
}
for (int i = 0; i < R_SHADER_COUNT; i++) {
SDL_assert(shaders[i]);
}
transfer_buffer = SDL_CreateGPUTransferBuffer(device, &(SDL_GPUTransferBufferCreateInfo){
.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = 64 * 1024,