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:
@@ -320,7 +320,7 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
|
||||
_desc.pStages = _shaderStages;
|
||||
|
||||
// Input Assembly
|
||||
VertexShaderLayout = desc.VS ? (GPUVertexLayoutVulkan*)desc.VS->Layout : nullptr;
|
||||
VertexShaderLayout = desc.VS ? (GPUVertexLayoutVulkan*)(desc.VS->Layout ? desc.VS->Layout : desc.VS->InputLayout) : nullptr;
|
||||
RenderToolsVulkan::ZeroStruct(_descInputAssembly, VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO);;
|
||||
switch (desc.PrimitiveTopology)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user