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Select the shader based on the inputs, not colorspace

Fixes https://github.com/libsdl-org/SDL/issues/13880
Sam Lantinga 1 неделя назад
Родитель
Сommit
61e41c61dc

+ 24 - 14
src/render/direct3d11/SDL_render_d3d11.c

@@ -62,7 +62,7 @@ typedef struct
 } D3D11_VertexShaderConstants;
 
 // These should mirror the definitions in D3D11_PixelShader_Common.hlsli
-//static const float TONEMAP_NONE = 0;
+static const float TONEMAP_NONE = 0;
 //static const float TONEMAP_LINEAR = 1;
 static const float TONEMAP_CHROME = 2;
 
@@ -122,7 +122,6 @@ typedef struct
     ID3D11Texture2D *stagingTexture;
     int lockedTexturePositionX;
     int lockedTexturePositionY;
-    D3D11_Shader shader;
     const float *YCbCr_matrix;
 #ifdef SDL_HAVE_YUV
     // YV12 texture support
@@ -1205,11 +1204,6 @@ static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
     }
     textureData->w = (int)textureDesc.Width;
     textureData->h = (int)textureDesc.Height;
-    if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
-        textureData->shader = SHADER_RGB;
-    } else {
-        textureData->shader = SHADER_ADVANCED;
-    }
 
     if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
         textureDesc.Usage = D3D11_USAGE_DYNAMIC;
@@ -2158,8 +2152,23 @@ static void D3D11_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
     }
 }
 
+static D3D11_Shader SelectShader(const D3D11_PixelShaderConstants *shader_constants)
+{
+    if (!shader_constants) {
+        return SHADER_SOLID;
+    }
+
+    if (shader_constants->texture_type == TEXTURETYPE_RGB &&
+        shader_constants->input_type == INPUTTYPE_UNSPECIFIED &&
+        shader_constants->tonemap_method == TONEMAP_NONE) {
+        return SHADER_RGB;
+    }
+
+    return SHADER_ADVANCED;
+}
+
 static bool D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd,
-                              D3D11_Shader shader, const D3D11_PixelShaderConstants *shader_constants,
+                              const D3D11_PixelShaderConstants *shader_constants,
                               const int numShaderResources, ID3D11ShaderResourceView **shaderResources,
                               ID3D11SamplerState *sampler, const Float4X4 *matrix)
 
@@ -2172,6 +2181,7 @@ static bool D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *
     const SDL_BlendMode blendMode = cmd->data.draw.blend;
     ID3D11BlendState *blendState = NULL;
     bool updateSubresource = false;
+    D3D11_Shader shader = SelectShader(shader_constants);
     D3D11_PixelShaderState *shader_state = &rendererData->currentShaderState[shader];
     D3D11_PixelShaderConstants solid_constants;
 
@@ -2396,7 +2406,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
         shaderResources[1] = textureData->mainTextureResourceViewU;
         shaderResources[2] = textureData->mainTextureResourceViewV;
 
-        return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants,
+        return D3D11_SetDrawState(renderer, cmd, &constants,
                                   SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
 
     } else if (textureData->nv12) {
@@ -2405,11 +2415,11 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
         shaderResources[0] = textureData->mainTextureResourceView;
         shaderResources[1] = textureData->mainTextureResourceViewNV;
 
-        return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants,
+        return D3D11_SetDrawState(renderer, cmd, &constants,
                                   SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
     }
 #endif // SDL_HAVE_YUV
-    return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants,
+    return D3D11_SetDrawState(renderer, cmd, &constants,
                               1, &textureData->mainTextureResourceView, textureSampler, matrix);
 }
 
@@ -2507,7 +2517,7 @@ static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
             const size_t count = cmd->data.draw.count;
             const size_t first = cmd->data.draw.first;
             const size_t start = first / sizeof(D3D11_VertexPositionColor);
-            D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL);
+            D3D11_SetDrawState(renderer, cmd, NULL, 0, NULL, NULL, NULL);
             D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
             break;
         }
@@ -2518,7 +2528,7 @@ static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
             const size_t first = cmd->data.draw.first;
             const size_t start = first / sizeof(D3D11_VertexPositionColor);
             const D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)(((Uint8 *)vertices) + first);
-            D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL);
+            D3D11_SetDrawState(renderer, cmd, NULL, 0, NULL, NULL, NULL);
             D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
             if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
                 D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1);
@@ -2545,7 +2555,7 @@ static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
             if (texture) {
                 D3D11_SetCopyState(renderer, cmd, NULL);
             } else {
-                D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL);
+                D3D11_SetDrawState(renderer, cmd, NULL, 0, NULL, NULL, NULL);
             }
 
             D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);

+ 25 - 15
src/render/direct3d12/SDL_render_d3d12.c

@@ -64,7 +64,7 @@ typedef struct
 } D3D12_VertexShaderConstants;
 
 // These should mirror the definitions in D3D12_PixelShader_Common.hlsli
-//static const float TONEMAP_NONE = 0;
+static const float TONEMAP_NONE = 0;
 //static const float TONEMAP_LINEAR = 1;
 static const float TONEMAP_CHROME = 2;
 
@@ -120,7 +120,6 @@ typedef struct
     DXGI_FORMAT mainTextureFormat;
     ID3D12Resource *stagingBuffer;
     D3D12_RESOURCE_STATES stagingResourceState;
-    D3D12_Shader shader;
     const float *YCbCr_matrix;
 #ifdef SDL_HAVE_YUV
     // YV12 texture support
@@ -1572,11 +1571,6 @@ static bool D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
     }
     textureData->w = (int)textureDesc.Width;
     textureData->h = (int)textureDesc.Height;
-    if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
-        textureData->shader = SHADER_RGB;
-    } else {
-        textureData->shader = SHADER_ADVANCED;
-    }
 
     if (texture->access == SDL_TEXTUREACCESS_TARGET) {
         textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
@@ -2562,7 +2556,22 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
     }
 }
 
-static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader, const D3D12_PixelShaderConstants *shader_constants,
+static D3D12_Shader SelectShader(const D3D12_PixelShaderConstants *shader_constants)
+{
+    if (!shader_constants) {
+        return SHADER_SOLID;
+    }
+
+    if (shader_constants->texture_type == TEXTURETYPE_RGB &&
+        shader_constants->input_type == INPUTTYPE_UNSPECIFIED &&
+        shader_constants->tonemap_method == TONEMAP_NONE) {
+        return SHADER_RGB;
+    }
+
+    return SHADER_ADVANCED;
+}
+
+static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const D3D12_PixelShaderConstants *shader_constants,
                               D3D12_PRIMITIVE_TOPOLOGY_TYPE topology,
                               const int numShaderResources, D3D12_CPU_DESCRIPTOR_HANDLE *shaderResources,
                               D3D12_CPU_DESCRIPTOR_HANDLE *sampler, const Float4X4 *matrix)
@@ -2576,7 +2585,8 @@ static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *
     int i;
     D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource;
     DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat;
-    D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;;
+    D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;
+    D3D12_Shader shader = SelectShader(shader_constants);
     D3D12_PixelShaderConstants solid_constants;
 
     if (rendererData->textureRenderTarget) {
@@ -2800,7 +2810,7 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
         D3D12_TransitionResource(rendererData, textureData->mainTextureV, textureData->mainResourceStateV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
         textureData->mainResourceStateV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
 
-        return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
+        return D3D12_SetDrawState(renderer, cmd, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
     } else if (textureData->nv12) {
         D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2];
 
@@ -2811,12 +2821,12 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
         D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
         textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
 
-        return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
+        return D3D12_SetDrawState(renderer, cmd, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
     }
 #endif // SDL_HAVE_YUV
     D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
     textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
-    return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix);
+    return D3D12_SetDrawState(renderer, cmd, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix);
 }
 
 static void D3D12_DrawPrimitives(SDL_Renderer *renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
@@ -2921,7 +2931,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
             const size_t count = cmd->data.draw.count;
             const size_t first = cmd->data.draw.first;
             const size_t start = first / sizeof(D3D12_VertexPositionColor);
-            D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL);
+            D3D12_SetDrawState(renderer, cmd, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL);
             D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
             break;
         }
@@ -2932,7 +2942,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
             const size_t first = cmd->data.draw.first;
             const size_t start = first / sizeof(D3D12_VertexPositionColor);
             const D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)(((Uint8 *)vertices) + first);
-            D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL);
+            D3D12_SetDrawState(renderer, cmd, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL);
             D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
             if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
                 D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1);
@@ -2959,7 +2969,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
             if (texture) {
                 D3D12_SetCopyState(renderer, cmd, NULL);
             } else {
-                D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL);
+                D3D12_SetDrawState(renderer, cmd, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL);
             }
 
             D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);

+ 23 - 13
src/render/vulkan/SDL_render_vulkan.c

@@ -177,7 +177,7 @@ typedef struct
 } VULKAN_VertexShaderConstants;
 
 // These should mirror the definitions in VULKAN_PixelShader_Common.hlsli
-//static const float TONEMAP_NONE = 0;
+static const float TONEMAP_NONE = 0;
 //static const float TONEMAP_LINEAR = 1;
 static const float TONEMAP_CHROME = 2;
 
@@ -244,7 +244,6 @@ typedef struct
     SDL_Rect lockedRect;
     int width;
     int height;
-    VULKAN_Shader shader;
 
     // Object passed to VkImageView and VkSampler for doing Ycbcr -> RGB conversion
     VkSamplerYcbcrConversion samplerYcbcrConversion;
@@ -2544,11 +2543,6 @@ static bool VULKAN_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, S
         return false;
     }
     texture->internal = textureData;
-    if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
-        textureData->shader = SHADER_RGB;
-    } else {
-        textureData->shader = SHADER_ADVANCED;
-    }
 
 #ifdef SDL_HAVE_YUV
     // YUV textures must have even width and height.  Also create Ycbcr conversion
@@ -3386,6 +3380,21 @@ static void VULKAN_SetupShaderConstants(SDL_Renderer *renderer, const SDL_Render
     }
 }
 
+static VULKAN_Shader SelectShader(const VULKAN_PixelShaderConstants *shader_constants)
+{
+    if (!shader_constants) {
+        return SHADER_SOLID;
+    }
+
+    if (!shader_constants->pixel_art &&
+        shader_constants->input_type == INPUTTYPE_UNSPECIFIED &&
+        shader_constants->tonemap_method == TONEMAP_NONE) {
+        return SHADER_RGB;
+    }
+
+    return SHADER_ADVANCED;
+}
+
 static VkDescriptorPool VULKAN_AllocateDescriptorPool(VULKAN_RenderData *rendererData)
 {
     VkDescriptorPool descriptorPool = VK_NULL_HANDLE;
@@ -3561,7 +3570,7 @@ static VkDescriptorSet VULKAN_AllocateDescriptorSet(SDL_Renderer *renderer, VULK
     return descriptorSet;
 }
 
-static bool VULKAN_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, VULKAN_Shader shader, VkPipelineLayout pipelineLayout, VkDescriptorSetLayout descriptorSetLayout,
+static bool VULKAN_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, VkPipelineLayout pipelineLayout, VkDescriptorSetLayout descriptorSetLayout,
     const VULKAN_PixelShaderConstants *shader_constants, VkPrimitiveTopology topology, VkImageView imageView, VkSampler sampler, const Float4X4 *matrix, VULKAN_DrawStateCache *stateCache)
 
 {
@@ -3570,6 +3579,7 @@ static bool VULKAN_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand
     VkFormat format = rendererData->surfaceFormat.format;
     const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
     bool updateConstants = false;
+    VULKAN_Shader shader = SelectShader(shader_constants);
     VULKAN_PixelShaderConstants solid_constants;
     VkDescriptorSet descriptorSet;
     VkBuffer constantBuffer;
@@ -3805,7 +3815,7 @@ static bool VULKAN_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand
         }
     }
 
-    return VULKAN_SetDrawState(renderer, cmd, textureData->shader, pipelineLayout, descriptorSetLayout, &constants, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, textureData->mainImage.imageView, textureSampler, matrix, stateCache);
+    return VULKAN_SetDrawState(renderer, cmd, pipelineLayout, descriptorSetLayout, &constants, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, textureData->mainImage.imageView, textureSampler, matrix, stateCache);
 }
 
 static void VULKAN_DrawPrimitives(SDL_Renderer *renderer, VkPrimitiveTopology primitiveTopology, const size_t vertexStart, const size_t vertexCount)
@@ -3906,7 +3916,7 @@ static bool VULKAN_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cm
             const size_t count = cmd->data.draw.count;
             const size_t first = cmd->data.draw.first;
             const size_t start = first / sizeof(VULKAN_VertexPositionColor);
-            VULKAN_SetDrawState(renderer, cmd, SHADER_SOLID, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
+            VULKAN_SetDrawState(renderer, cmd, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
             VULKAN_DrawPrimitives(renderer, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, start, count);
             break;
         }
@@ -3917,10 +3927,10 @@ static bool VULKAN_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cm
             const size_t first = cmd->data.draw.first;
             const size_t start = first / sizeof(VULKAN_VertexPositionColor);
             const VULKAN_VertexPositionColor *verts = (VULKAN_VertexPositionColor *)(((Uint8 *)vertices) + first);
-            VULKAN_SetDrawState(renderer, cmd, SHADER_SOLID, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
+            VULKAN_SetDrawState(renderer, cmd, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
             VULKAN_DrawPrimitives(renderer, VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, start, count);
             if (verts[0].pos[0] != verts[count - 1].pos[0] || verts[0].pos[1] != verts[count - 1].pos[1]) {
-                VULKAN_SetDrawState(renderer, cmd, SHADER_SOLID, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
+                VULKAN_SetDrawState(renderer, cmd, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
                 VULKAN_DrawPrimitives(renderer, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, start + (count - 1), 1);
             }
             break;
@@ -3945,7 +3955,7 @@ static bool VULKAN_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cm
             if (texture) {
                 VULKAN_SetCopyState(renderer, cmd, NULL, &stateCache);
             } else {
-                VULKAN_SetDrawState(renderer, cmd, SHADER_SOLID, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
+                VULKAN_SetDrawState(renderer, cmd, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
             }
 
             VULKAN_DrawPrimitives(renderer, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, start, count);