Add vertex shader input layout reading via shader compiler reflection to handle missing vertex elements binding when explicit layout got deprecated
This commit is contained in:
@@ -180,7 +180,7 @@ bool GPUPipelineStateDX12::Init(const Description& desc)
|
||||
INIT_SHADER_STAGE(PS, GPUShaderProgramPSDX12);
|
||||
|
||||
// Input Assembly
|
||||
VertexLayout = desc.VS ? (GPUVertexLayoutDX12*)desc.VS->Layout : nullptr;
|
||||
VertexLayout = desc.VS ? (GPUVertexLayoutDX12*)(desc.VS->Layout ? desc.VS->Layout : desc.VS->InputLayout) : nullptr;
|
||||
const D3D12_PRIMITIVE_TOPOLOGY_TYPE primTypes1[] =
|
||||
{
|
||||
D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED,
|
||||
|
||||
Reference in New Issue
Block a user