mirror of
https://github.com/status-im/Vulkan-Docs.git
synced 2025-01-12 15:04:10 +00:00
ef053e7c82
* Bump API patch number and header version number to 27 for this update. Github Issues: * Weaken flink:vkGetPipelineCacheData invariance conditions; previous conditions were stronger than agreed and can't be guaranteed (public issue 280). * Add link to "Vulkan Loader Specification and Architecture Overview" document to Normative References section (public issue 359). Internal Issues: * Be more clear in the <<interfaces-resources-layout-std140, uniform buffer layout>> section that block offsets can be out of order (internal issue 396). * Document that extension authors should add support for their extensions to the validation layers (internal issue 398). * Clarify that the valid range of depth clear values should be limited to the 0..1 range and that copies to depth aspect must also be in this range (internal issue 412). * Specify ``a'' vs. ``an'' use in the style guide (internal issue 432). * Increase the maximum pname:nonCoherentAtomSize value in the <<features-limits-required,Required Limits>> section from 128 to 256 (internal issue 435). * Fix vk_platform.h for compiler errors on some Android platforms (internal issue 441). * Clarify that slink:VkPhysicalDeviceFeatures::pname:pEnabledFeatures == `NULL` disables all features, including the "required" feature pname:robustBufferAccess (internal issue 479). Other Issues: * Expand style guide and make it more self-consistent. * Use ISO 8601 date format everywhere. * Emphasise the correct way of using slink:VkSurfaceCapabilitiesKHR::pname:maxImageCount. * Added +VK_EXT_validation_flags+ extension for validation flag mechanism. * Fix an <<credits,author credit>> to include their current employer.
457 lines
22 KiB
Plaintext
457 lines
22 KiB
Plaintext
// Copyright (c) 2015-2016 The Khronos Group Inc.
|
|
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
|
|
|
|
[[fxvertex]]
|
|
= Fixed-Function Vertex Processing
|
|
|
|
Some implementations have specialized fixed-function hardware for fetching
|
|
and format-converting vertex input data from buffers, rather than performing
|
|
the fetch as part of the vertex shader. Vulkan includes a vertex
|
|
attribute fetch stage in the graphics pipeline in order to take advantage of
|
|
this.
|
|
|
|
|
|
[[fxvertex-attrib]]
|
|
== Vertex Attributes
|
|
|
|
Vertex shaders can: define input variables, which receive _vertex attribute_
|
|
data transferred from one or more sname:VkBuffer(s) by drawing commands.
|
|
Vertex shader input variables are bound to buffers via an indirect binding
|
|
where the vertex shader associates a _vertex input attribute_ number with
|
|
each variable, vertex input attributes are associated to _vertex input
|
|
bindings_ on a per-pipeline basis, and vertex input bindings are associated
|
|
with specific buffers on a per-draw basis via the
|
|
fname:vkCmdBindVertexBuffers command. Vertex input attribute and vertex
|
|
input binding descriptions also contain format information controlling how
|
|
data is extracted from buffer memory and converted to the format expected by
|
|
the vertex shader.
|
|
|
|
There are sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributes
|
|
number of vertex input attributes and
|
|
sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings number of
|
|
vertex input bindings (each referred to
|
|
by zero-based indices), where there are at least as many vertex input
|
|
attributes as there are vertex input bindings. Applications can: store
|
|
multiple vertex input attributes interleaved in a single buffer, and use a
|
|
single vertex input binding to access those attributes.
|
|
|
|
In GLSL, vertex shaders associate input variables with a vertex input
|
|
attribute number using the code:location layout qualifier. The
|
|
code:component layout qualifier associates components of a vertex shader
|
|
input variable with components of a vertex input attribute.
|
|
|
|
.GLSL example
|
|
[source,{basebackend@docbook:c:glsl}]
|
|
---------------------------------------------------
|
|
// Assign location M to variableName
|
|
layout (location=M, component=2) in vec2 variableName;
|
|
|
|
// Assign locations [N,N+L) to the array elements of variableNameArray
|
|
layout (location=N) in vec4 variableNameArray[L];
|
|
---------------------------------------------------
|
|
|
|
In SPIR-V, vertex shaders associate input variables with a vertex input
|
|
attribute number using the code:Location decoration. The code:Component
|
|
decoration associates components of a vertex shader input variable with
|
|
components of a vertex input attribute. The code:Location and code:Component
|
|
decorations are specified via the code:OpDecorate instruction.
|
|
|
|
.SPIR-V example
|
|
---------------------------------------------------
|
|
...
|
|
%1 = OpExtInstImport "GLSL.std.450"
|
|
...
|
|
OpName %9 "variableName"
|
|
OpName %15 "variableNameArray"
|
|
OpDecorate %18 Builtin VertexIndex
|
|
OpDecorate %19 Builtin InstanceIndex
|
|
OpDecorate %9 Location M
|
|
OpDecorate %9 Component 2
|
|
OpDecorate %15 Location N
|
|
...
|
|
%2 = OpTypeVoid
|
|
%3 = OpTypeFunction %2
|
|
%6 = OpTypeFloat 32
|
|
%7 = OpTypeVector %6 2
|
|
%8 = OpTypePointer Input %7
|
|
%9 = OpVariable %8 Input
|
|
%10 = OpTypeVector %6 4
|
|
%11 = OpTypeInt 32 0
|
|
%12 = OpConstant %11 L
|
|
%13 = OpTypeArray %10 %12
|
|
%14 = OpTypePointer Input %13
|
|
%15 = OpVariable %14 Input
|
|
...
|
|
---------------------------------------------------
|
|
|
|
|
|
[[fxvertex-attrib-location]]
|
|
=== Attribute Location and Component Assignment
|
|
|
|
Vertex shaders allow code:Location and code:Component decorations on
|
|
input variable declarations. The code:Location decoration specifies which
|
|
vertex input attribute is used to read and interpret the data that
|
|
a variable will consume. The code:Component decoration allows the location
|
|
to be more finely specified for scalars and vectors, down to the
|
|
individual components within a location that are consumed. The
|
|
components within a location are 0, 1, 2, and 3. A variable starting
|
|
at component N will consume components N, N+1, N+2, ... up through
|
|
its size. For single precision types, it is invalid if the sequence
|
|
of components gets larger than 3.
|
|
|
|
When a vertex shader input variable declared using a scalar or vector
|
|
32-bit data type is assigned a location, its value(s) are taken from
|
|
the components of the input attribute specified with the corresponding
|
|
sname:VkVertexInputAttributeDescription::pname:location.
|
|
The components used depend on the type of variable and the
|
|
code:Component decoration specified in the variable declaration,
|
|
as identified in <<fxvertex-attrib-components>>. Any 32-bit scalar
|
|
or vector input will consume a single location. For 32-bit data types,
|
|
missing components are filled in with default values as described
|
|
<<fxvertex-input-extraction,below>>.
|
|
|
|
|
|
[[fxvertex-attrib-components]]
|
|
.Input attribute components accessed by 32-bit input variables
|
|
[width="65%",cols="<5,<3,<3",options="header"]
|
|
|====
|
|
| 32-bit data type | code:Component decoration | Components consumed
|
|
| scalar | 0 or unspecified | (x, o, o, o)
|
|
| scalar | 1 | (o, y, o, o)
|
|
| scalar | 2 | (o, o, z, o)
|
|
| scalar | 3 | (o, o, o, w)
|
|
| two-component vector | 0 or unspecified | (x, y, o, o)
|
|
| two-component vector | 1 | (o, y, z, o)
|
|
| two-component vector | 2 | (o, o, z, w)
|
|
| three-component vector| 0 or unspecified | (x, y, z, o)
|
|
| three-component vector| 1 | (o, y, z, w)
|
|
| four-component vector | 0 or unspecified | (x, y, z, w)
|
|
|====
|
|
|
|
Components indicated by `o' are available for use by other input variables
|
|
which are sourced from the same attribute, and if used, are either filled
|
|
with the corresponding component from the input format (if present), or
|
|
the default value.
|
|
|
|
When a vertex shader input variable declared using a 32-bit floating point
|
|
matrix type is assigned a location _i_, its values are taken from
|
|
consecutive input attributes starting with the corresponding
|
|
sname:VkVertexInputAttributeDescription::pname:location. Such matrices are
|
|
treated as an array of column vectors with values taken from the input
|
|
attributes identified in <<fxvertex-attrib-matrix>>. The
|
|
sname:VkVertexInputAttributeDescription::pname:format must: be specified
|
|
with a elink:VkFormat that corresponds to the appropriate type of column
|
|
vector. The code:Component decoration must: not be used with matrix types.
|
|
|
|
[[fxvertex-attrib-matrix]]
|
|
.Input attributes accessed by 32-bit input matrix variables
|
|
[width="100%",cols="<10%,<24%,<21%,<45%",options="header"]
|
|
|====
|
|
| Data type | Column vector type | Locations consumed | Components consumed
|
|
| mat2 | two-component vector | i, i+1 | (x, y, o, o), (x, y, o, o)
|
|
| mat2x3 | three-component vector | i, i+1 | (x, y, z, o), (x, y, z, o)
|
|
| mat2x4 | four-component vector | i, i+1 | (x, y, z, w), (x, y, z, w)
|
|
| mat3x2 | two-component vector | i, i+1, i+2 | (x, y, o, o), (x, y, o, o), (x, y, o, o)
|
|
| mat3 | three-component vector | i, i+1, i+2 | (x, y, z, o), (x, y, z, o), (x, y, z, o)
|
|
| mat3x4 | four-component vector | i, i+1, i+2 | (x, y, z, w), (x, y, z, w), (x, y, z, w)
|
|
| mat4x2 | two-component vector | i, i+1, i+2, i+3 | (x, y, o, o), (x, y, o, o), (x, y, o, o), (x, y, o, o)
|
|
| mat4x3 | three-component vector | i, i+1, i+2, i+3 | (x, y, z, o), (x, y, z, o), (x, y, z, o), (x, y, z, o)
|
|
| mat4 | four-component vector | i, i+1, i+2, i+3 | (x, y, z, w), (x, y, z, w), (x, y, z, w), (x, y, z, w)
|
|
|====
|
|
|
|
Components indicated by `o' are available for use by other input variables
|
|
which are sourced from the same attribute, and if used, are either filled
|
|
with the corresponding component from the input (if present), or
|
|
the default value.
|
|
|
|
When a vertex shader input variable declared using a scalar or vector
|
|
64-bit data type is assigned a location _i_, its values are taken from
|
|
consecutive input attributes starting with the corresponding
|
|
sname:VkVertexInputAttributeDescription::pname:location. The locations
|
|
and components used depend on the type of variable and the code:Component
|
|
decoration specified in the variable declaration, as identified in
|
|
<<fxvertex-attrib-double>>. For 64-bit data types, no default
|
|
attribute values are provided. Input variables must: not use more
|
|
components than provided by the attribute. Input attributes which have
|
|
one- or two-component 64-bit formats will consume a single location.
|
|
Input attributes which have three- or four-component 64-bit formats
|
|
will consume two consecutive locations. A 64-bit scalar
|
|
data type will consume two components, and a 64-bit two-component
|
|
vector data type will consume all four components available within
|
|
a location. A three- or four-component 64-bit data type must: not
|
|
specify a component. A three-component 64-bit data type will consume
|
|
all four components of the first location and components 0 and 1 of
|
|
the second location. This leaves components 2 and 3 available for
|
|
other component-qualified declarations. A four-component 64-bit
|
|
data type will consume all four components of the first location
|
|
and all four components of the second location. It is invalid for
|
|
a scalar or two-component 64-bit data type to specify a component
|
|
of 1 or 3.
|
|
|
|
[[fxvertex-attrib-double]]
|
|
.Input attribute locations and components accessed by 64-bit input variables
|
|
[width="100%",cols="<18%,^12%,<25%,^14%,^18%,<13%",options="header"]
|
|
|====
|
|
^.^| Input format | Locations consumed
|
|
^.^| 64-bit data type |code:Location decoration |code:Component decoration ^| 32-bit components consumed
|
|
| R64 | i
|
|
| scalar | i | 0 or unspecified | (x, y, -, -)
|
|
.3+<.^| R64G64 .3+^.^| i
|
|
| scalar | i | 0 or unspecified | (x, y, o, o)
|
|
| scalar | i | 2 | (o, o, z, w)
|
|
| two-component vector | i | 0 or unspecified | (x, y, z, w)
|
|
.5+<.^| R64G64B64 .5+^.^| i, i+1
|
|
| scalar | i | 0 or unspecified | (x, y, o, o), (o, o, -, -)
|
|
| scalar | i | 2 | (o, o, z, w), (o, o, -, -)
|
|
| scalar | i+1 | 0 or unspecified | (o, o, o, o), (x, y, -, -)
|
|
| two-component vector | i | 0 or unspecified | (x, y, z, w), (o, o, -, -)
|
|
| three-component vector | i | unspecified | (x, y, z, w), (x, y, -, -)
|
|
.8+<.^| R64G64B64A64 .8+^.^| i, i+1
|
|
| scalar | i | 0 or unspecified | (x, y, o, o), (o, o, o, o)
|
|
| scalar | i | 2 | (o, o, z, w), (o, o, o, o)
|
|
| scalar | i+1 | 0 or unspecified | (o, o, o, o), (x, y, o, o)
|
|
| scalar | i+1 | 2 | (o, o, o, o), (o, o, z, w)
|
|
| two-component vector | i | 0 or unspecified | (x, y, z, w), (o, o, o, o)
|
|
| two-component vector | i+1 | 0 or unspecified | (o, o, o, o), (x, y, z, w)
|
|
| three-component vector | i | unspecified | (x, y, z, w), (x, y, o, o)
|
|
| four-component vector | i | unspecified | (x, y, z, w), (x, y, z, w)
|
|
|====
|
|
|
|
Components indicated by `o' are available for use by other input variables
|
|
which are sourced from the same attribute.
|
|
Components indicated by `-' are not available for input variables
|
|
as there are no default values provided for 64-bit data types, and
|
|
there is no data provided by the input format.
|
|
|
|
When a vertex shader input variable declared using a 64-bit floating-point
|
|
matrix type is assigned a location _i_, its values are taken from
|
|
consecutive input attribute locations. Such matrices are treated as an array
|
|
of column vectors with values taken from the input attributes as shown in
|
|
<<fxvertex-attrib-double>>. Each column vector starts at the location
|
|
immediately following the last location of the previous column vector. The
|
|
number of attributes and components assigned to each matrix is determined by
|
|
the matrix dimensions and ranges from two to eight locations.
|
|
|
|
When a vertex shader input variable declared using an array type
|
|
is assigned a location, its values are taken from consecutive
|
|
input attributes starting with the corresponding
|
|
sname:VkVertexInputAttributeDescription::pname:location. The number
|
|
of attributes and components assigned to each element are determined
|
|
according to the data type of the array elements and code:Component
|
|
decoration (if any) specified in the declaration of the array, as described
|
|
above. Each element of the array, in order, is assigned to consecutive
|
|
locations, but all at the same specified component within each location.
|
|
|
|
Only input variables declared with the data types and component decorations
|
|
as specified above are supported. _Location aliasing_ is
|
|
causing two variables to have the same location number. _Component aliasing_
|
|
is assigning the same (or overlapping) component number for
|
|
two location aliases. Location aliasing is allowed only if it does
|
|
not cause component aliasing. Further, when location aliasing, the
|
|
aliases sharing the location must: all have the same SPIR-V floating-point
|
|
component type or all have the same width integer-type components.
|
|
|
|
|
|
[[fxvertex-input]]
|
|
== Vertex Input Description
|
|
|
|
Applications specify vertex input attribute and vertex input binding
|
|
descriptions as part of graphics pipeline creation. The
|
|
slink:VkGraphicsPipelineCreateInfo::pname:pVertexInputState points to a
|
|
structure of type sname:VkPipelineVertexInputStateCreateInfo.
|
|
|
|
// refBegin VkPipelineVertexInputStateCreateInfo Structure specifying parameters of a newly created pipeline vertex input state
|
|
|
|
The sname:VkPipelineVertexInputStateCreateInfo structure is defined as:
|
|
|
|
include::../api/structs/VkPipelineVertexInputStateCreateInfo.txt[]
|
|
|
|
* pname:sType is the type of this structure.
|
|
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
|
* pname:flags is reserved for future use.
|
|
* pname:vertexBindingDescriptionCount is the number of vertex binding
|
|
descriptions provided in pname:pVertexBindingDescriptions.
|
|
* pname:pVertexBindingDescriptions is a pointer to an array of
|
|
sname:VkVertexInputBindingDescription structures.
|
|
* pname:vertexAttributeDescriptionCount is the number of vertex attribute
|
|
descriptions provided in pname:pVertexAttributeDescriptions.
|
|
* pname:pVertexAttributeDescriptions is a pointer to an array of
|
|
sname:VkVertexInputAttributeDescription structures.
|
|
|
|
include::../validity/structs/VkPipelineVertexInputStateCreateInfo.txt[]
|
|
|
|
Each vertex input binding is specified by an instance of the
|
|
sname:VkVertexInputBindingDescription structure.
|
|
|
|
// refBegin VkVertexInputBindingDescription Structure specifying vertex input binding description
|
|
|
|
The sname:VkVertexInputBindingDescription structure is defined as:
|
|
|
|
include::../api/structs/VkVertexInputBindingDescription.txt[]
|
|
|
|
* pname:binding is the binding number that this structure
|
|
describes.
|
|
* pname:stride is the distance in bytes between two
|
|
consecutive elements within the buffer.
|
|
* pname:inputRate specifies
|
|
whether vertex attribute addressing is a function of the vertex index or
|
|
of the instance index. Possible values include:
|
|
+
|
|
--
|
|
// refBegin VkVertexInputRate Specify rate at which vertex attributes are pulled from buffers
|
|
include::../api/enums/VkVertexInputRate.txt[]
|
|
--
|
|
** ename:VK_VERTEX_INPUT_RATE_VERTEX indicates that vertex attribute
|
|
addressing is a function of the vertex index.
|
|
** ename:VK_VERTEX_INPUT_RATE_INSTANCE indicates that vertex attribute
|
|
addressing is a function of the instance index.
|
|
|
|
include::../validity/structs/VkVertexInputBindingDescription.txt[]
|
|
|
|
Each vertex input attribute is specified by an instance of the
|
|
sname:VkVertexInputAttributeDescription structure.
|
|
|
|
// refBegin VkVertexInputAttributeDescription Structure specifying vertex input attribute description
|
|
|
|
The sname:VkVertexInputAttributeDescription structure is defined as:
|
|
|
|
include::../api/structs/VkVertexInputAttributeDescription.txt[]
|
|
|
|
* pname:location is the shader binding location number for this
|
|
attribute.
|
|
* pname:binding is the binding number which this attribute takes
|
|
its data from.
|
|
* pname:format is the size and type of the vertex attribute data.
|
|
* pname:offset is a byte offset of this attribute relative
|
|
to the start of an element in the vertex input binding.
|
|
|
|
include::../validity/structs/VkVertexInputAttributeDescription.txt[]
|
|
|
|
// refBegin vkCmdBindVertexBuffers Bind vertex buffers to a command buffer
|
|
|
|
To bind vertex buffers to a command buffer for use in subsequent draw
|
|
commands, call:
|
|
|
|
include::../api/protos/vkCmdBindVertexBuffers.txt[]
|
|
|
|
* pname:commandBuffer is the command buffer into which the command is
|
|
recorded.
|
|
* pname:firstBinding is the index of the first vertex input binding whose
|
|
state is updated by the command.
|
|
* pname:bindingCount is the number of vertex input bindings whose state is
|
|
updated by the command.
|
|
* pname:pBuffers is a pointer to an array of buffer handles.
|
|
* pname:pOffsets is a pointer to an array of buffer offsets.
|
|
|
|
The values taken from elements latexmath:[$i$] of pname:pBuffers and
|
|
pname:pOffsets replace the current state for the vertex input binding
|
|
latexmath:[$\mathit{firstBinding}+i$], for latexmath:[$i$] in
|
|
latexmath:[$[0, bindingCount)$]. The vertex input binding is updated to
|
|
start at the offset indicated by pname:pOffsets[i] from the start of the
|
|
buffer pname:pBuffers[i]. All vertex input attributes that use each of these
|
|
bindings will use these updated addresses in their address calculations for
|
|
subsequent draw commands.
|
|
|
|
include::../validity/protos/vkCmdBindVertexBuffers.txt[]
|
|
|
|
The address of each attribute for each code:vertexIndex and
|
|
code:instanceIndex is calculated as follows:
|
|
|
|
* Let attribDesc be the member of
|
|
sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexAttributeDescriptions
|
|
with sname:VkVertexInputAttributeDescription::pname:location equal to
|
|
the vertex input attribute number.
|
|
* Let bindingDesc be the member of
|
|
sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexBindingDescriptions
|
|
with sname:VkVertexInputAttributeDescription::pname:binding equal to
|
|
attribDesc.binding.
|
|
* Let code:vertexIndex be the index of the vertex within the draw (a value
|
|
between pname:firstVertex and pname:firstVertex+pname:vertexCount for
|
|
fname:vkCmdDraw, or a value taken from the index buffer for
|
|
fname:vkCmdDrawIndexed), and let code:instanceIndex be the instance
|
|
number of the draw (a value between pname:firstInstance and
|
|
pname:firstInstance+pname:instanceCount).
|
|
|
|
[source,c]
|
|
---------------------------------------------------
|
|
bufferBindingAddress = buffer[binding].baseAddress + offset[binding];
|
|
|
|
if (bindingDesc.inputRate == VK_VERTEX_INPUT_RATE_VERTEX)
|
|
vertexOffset = vertexIndex * bindingDesc.stride;
|
|
else
|
|
vertexOffset = instanceIndex * bindingDesc.stride;
|
|
|
|
attribAddress = bufferBindingAddress + vertexOffset + attribDesc.offset;
|
|
---------------------------------------------------
|
|
|
|
[[fxvertex-input-extraction]]
|
|
For each attribute, raw data is extracted starting at `attribAddress` and is
|
|
converted from the sname:VkVertexInputAttributeDescription's pname:format to
|
|
either to floating-point, unsigned integer, or signed integer based on the
|
|
base type of the format; the base type of the format must: match the base
|
|
type of the input variable in the shader. If pname:format is a packed
|
|
format, `attribAddress` must: be a multiple of the size in bytes of the
|
|
whole attribute data type as described in <<features-formats-packed,Packed
|
|
Formats>>. Otherwise, `attribAddress` must: be a multiple of the size in
|
|
bytes of the component type indicated by pname:format (see
|
|
<<features-formats,Formats>>). If the format does not include G, B, or A
|
|
components, then those are filled with (0,0,1) as needed (using either 1.0f
|
|
or integer 1 based on the format) for attributes that are not 64-bit data
|
|
types. The number of components in the vertex shader input variable need not
|
|
exactly match the number of components in the format. If the vertex shader
|
|
has fewer components, the extra components are discarded.
|
|
|
|
|
|
[[fxvertex-example]]
|
|
== Example
|
|
|
|
To create a graphics pipeline that uses the following vertex description:
|
|
|
|
[source,{basebackend@docbook:c++:cpp}]
|
|
---------------------------------------------------
|
|
struct Vertex
|
|
{
|
|
float x, y, z, w;
|
|
uint8_t u, v;
|
|
};
|
|
---------------------------------------------------
|
|
|
|
The application could use the following set of structures:
|
|
|
|
[source,{basebackend@docbook:c++:cpp}]
|
|
---------------------------------------------------
|
|
const VkVertexInputBindingDescription binding =
|
|
{
|
|
0, // binding
|
|
sizeof(Vertex), // stride
|
|
VK_VERTEX_INPUT_RATE_VERTEX // inputRate
|
|
};
|
|
|
|
const VkVertexInputAttributeDescription attributes[] =
|
|
{
|
|
{
|
|
0, // location
|
|
binding.binding, // binding
|
|
VK_FORMAT_R32G32B32A32_SFLOAT, // format
|
|
0 // offset
|
|
},
|
|
{
|
|
1, // location
|
|
binding.binding, // binding
|
|
VK_FORMAT_R8G8_UNORM, // format
|
|
4 * sizeof(float) // offset
|
|
}
|
|
};
|
|
|
|
const VkPipelineVertexInputStateCreateInfo viInfo =
|
|
{
|
|
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType
|
|
NULL, // pNext
|
|
0, // flags
|
|
1, // vertexBindingDescriptionCount
|
|
&binding, // pVertexBindingDescriptions
|
|
2, // vertexAttributeDescriptionCount
|
|
&attributes[0] // pVertexAttributeDescriptions
|
|
};
|
|
---------------------------------------------------
|