Fixes for vertex layouts binding into graphics backend
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@@ -277,7 +277,7 @@ bool ShaderCompilerD3D::CompileShader(ShaderFunctionMeta& meta, WritePermutation
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{
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D3D11_SIGNATURE_PARAMETER_DESC inputDesc;
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reflector->GetInputParameterDesc(inputIdx, &inputDesc);
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if (inputDesc.ReadWriteMask == 0 || inputDesc.SystemValueType != D3D10_NAME_UNDEFINED)
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if (inputDesc.SystemValueType != D3D10_NAME_UNDEFINED)
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continue;
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auto format = PixelFormat::Unknown;
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switch (inputDesc.ComponentType)
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@@ -327,7 +327,7 @@ bool ShaderCompilerDX::CompileShader(ShaderFunctionMeta& meta, WritePermutationD
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{
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D3D12_SIGNATURE_PARAMETER_DESC inputDesc;
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shaderReflection->GetInputParameterDesc(inputIdx, &inputDesc);
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if (inputDesc.ReadWriteMask == 0 || inputDesc.SystemValueType != D3D10_NAME_UNDEFINED)
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if (inputDesc.SystemValueType != D3D10_NAME_UNDEFINED)
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continue;
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auto format = PixelFormat::Unknown;
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switch (inputDesc.ComponentType)
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