Fixes for vertex layouts binding into graphics backend

This commit is contained in:
Wojtek Figat
2025-01-11 22:44:38 +01:00
parent 237ea121be
commit 647d74af0d
7 changed files with 39 additions and 12 deletions

View File

@@ -277,7 +277,7 @@ bool ShaderCompilerD3D::CompileShader(ShaderFunctionMeta& meta, WritePermutation
{
D3D11_SIGNATURE_PARAMETER_DESC inputDesc;
reflector->GetInputParameterDesc(inputIdx, &inputDesc);
if (inputDesc.ReadWriteMask == 0 || inputDesc.SystemValueType != D3D10_NAME_UNDEFINED)
if (inputDesc.SystemValueType != D3D10_NAME_UNDEFINED)
continue;
auto format = PixelFormat::Unknown;
switch (inputDesc.ComponentType)

View File

@@ -327,7 +327,7 @@ bool ShaderCompilerDX::CompileShader(ShaderFunctionMeta& meta, WritePermutationD
{
D3D12_SIGNATURE_PARAMETER_DESC inputDesc;
shaderReflection->GetInputParameterDesc(inputIdx, &inputDesc);
if (inputDesc.ReadWriteMask == 0 || inputDesc.SystemValueType != D3D10_NAME_UNDEFINED)
if (inputDesc.SystemValueType != D3D10_NAME_UNDEFINED)
continue;
auto format = PixelFormat::Unknown;
switch (inputDesc.ComponentType)