gfx2d: remove dynamic offsets from Sprite2D buffers

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2023-08-17 08:40:28 -07:00
parent 6583be417e
commit 737de0ca73

View file

@ -93,10 +93,10 @@ pub fn machSprite2DInit(adapter: anytype) !void {
const bind_group_layout = device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor.init(.{
.entries = &.{
gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0),
gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .read_only_storage, true, 0),
gpu.BindGroupLayout.Entry.buffer(2, .{ .vertex = true }, .read_only_storage, true, 0),
gpu.BindGroupLayout.Entry.buffer(3, .{ .vertex = true }, .read_only_storage, true, 0),
gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, false, 0),
gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .read_only_storage, false, 0),
gpu.BindGroupLayout.Entry.buffer(2, .{ .vertex = true }, .read_only_storage, false, 0),
gpu.BindGroupLayout.Entry.buffer(3, .{ .vertex = true }, .read_only_storage, false, 0),
gpu.BindGroupLayout.Entry.sampler(4, .{ .fragment = true }, .filtering),
gpu.BindGroupLayout.Entry.texture(5, .{ .fragment = true }, .float, .dimension_2d, false),
},
@ -243,7 +243,7 @@ pub fn tick(adapter: anytype) !void {
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(sprite2d.state().pipeline);
// TODO: remove dynamic offsets?
pass.setBindGroup(0, sprite2d.state().bind_group, &.{ 0, 0, 0, 0 });
pass.setBindGroup(0, sprite2d.state().bind_group, &.{});
pass.draw(total_vertices, 1, 0, 0);
pass.end();
pass.release();