Dont hardcode Vertex Format
This commit is contained in:
parent
9ecaacc977
commit
e72c69cf19
2 changed files with 31 additions and 3 deletions
|
@ -596,8 +596,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
for (int i = 0; i < attribDescriptors.Length; i++)
|
||||
{
|
||||
var attrib = vertexDescriptor.Attributes.Object((ulong)i);
|
||||
// TODO: Format should not be hardcoded
|
||||
attrib.Format = MTLVertexFormat.Float4;
|
||||
attrib.Format = attribDescriptors[i].Format.Convert();
|
||||
indexMask |= 1u << attribDescriptors[i].BufferIndex;
|
||||
attrib.BufferIndex = (ulong)attribDescriptors[i].BufferIndex;
|
||||
attrib.Offset = (ulong)attribDescriptors[i].Offset;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue