DX11: Automatically validate input layouts against vertex shaders

This commit is contained in:
Simon Lübeß
2022-05-26 11:27:02 +02:00
parent 28f1fad464
commit 164d420a25
11 changed files with 101 additions and 49 deletions
+2 -2
View File
@@ -210,7 +210,7 @@ namespace GlitchyEngine.Renderer
VertexElement[] vertexElements = new VertexElement[1];
vertexElements[0] = .(.R32G32B32_Float, "POSITION");
VertexLayout layout = new VertexLayout(vertexElements, true, LineEffect.VertexShader);
VertexLayout layout = new VertexLayout(vertexElements, true);
LineGeometry.SetVertexLayout(layout..ReleaseRefNoDelete());
}
@@ -258,7 +258,7 @@ namespace GlitchyEngine.Renderer
VertexElement(.R32G32_Float, "TEXCOORD")
);
using (var quadBatchLayout = new VertexLayout(vertexElements, true, TestFullscreenEffect.VertexShader))
using (var quadBatchLayout = new VertexLayout(vertexElements, true))
{
s_fullscreenQuadGeometry.SetVertexLayout(quadBatchLayout);
}