tests: Remove unneeded function
No longer need the pipeline to know the actual
vertex buffer. That's bound independently. Pipeline
just needs the vertex layout.
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 99b8744..6e287bd 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -787,7 +787,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer, MESH_BIND_ID);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
@@ -863,7 +862,6 @@
pipelineobj.AddVertexInputAttribs(&vi_attrib, 1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer, MESH_BUF_ID);
VkDescriptorSetObj descriptorSet(m_device);
@@ -1066,7 +1064,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer,MESH_BIND_ID);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
@@ -1155,7 +1152,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer,MESH_BIND_ID);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
@@ -1254,7 +1250,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer,MESH_BIND_ID);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
@@ -1344,7 +1339,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer,MESH_BIND_ID);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
@@ -1586,7 +1580,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer, MESH_BUF_ID);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
@@ -1690,7 +1683,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
pipelineobj.AddVertexInputBindings(&vi_binding, 1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer, MESH_BUF_ID);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
@@ -1784,7 +1776,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer, MESH_BUF_ID);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
@@ -1902,7 +1893,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer, MESH_BUF_ID);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget(m_depthStencil->BindInfo()));
@@ -2778,7 +2768,6 @@
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
- pipelineobj.AddVertexDataBuffer(&meshBuffer, MESH_BIND_ID);
VkPipelineDepthStencilStateCreateInfo ds_state;
ds_state.depthTestEnable = VK_TRUE;
diff --git a/tests/vkrenderframework.cpp b/tests/vkrenderframework.cpp
index a199c19..ebb2117 100644
--- a/tests/vkrenderframework.cpp
+++ b/tests/vkrenderframework.cpp
@@ -1233,13 +1233,6 @@
m_vi_state.bindingCount = count;
}
-void VkPipelineObj::AddVertexDataBuffer(VkConstantBufferObj* vertexDataBuffer, int binding)
-{
- m_vertexBufferObjs.push_back(vertexDataBuffer);
- m_vertexBufferBindings.push_back(binding);
- m_vertexBufferCount++;
-}
-
void VkPipelineObj::AddColorAttachment(uint32_t binding, const VkPipelineColorBlendAttachmentState *att)
{
if (binding+1 > m_colorAttachments.size())
diff --git a/tests/vkrenderframework.h b/tests/vkrenderframework.h
index f0f5c11..d6e3eef 100644
--- a/tests/vkrenderframework.h
+++ b/tests/vkrenderframework.h
@@ -410,7 +410,6 @@
void AddShader(VkShaderObj* shaderObj);
void AddVertexInputAttribs(VkVertexInputAttributeDescription* vi_attrib, int count);
void AddVertexInputBindings(VkVertexInputBindingDescription* vi_binding, int count);
- void AddVertexDataBuffer(VkConstantBufferObj* vertexDataBuffer, int binding);
void AddColorAttachment(uint32_t binding, const VkPipelineColorBlendAttachmentState *att);
void AddColorAttachment()
@@ -435,7 +434,6 @@
VkPipelineMultisampleStateCreateInfo m_ms_state;
VkDeviceObj *m_device;
vector<VkShaderObj*> m_shaderObjs;
- vector<VkConstantBufferObj*> m_vertexBufferObjs;
vector<int> m_vertexBufferBindings;
vector<VkPipelineColorBlendAttachmentState> m_colorAttachments;
int m_vertexBufferCount;