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
+3 -3
View File
@@ -184,7 +184,7 @@ namespace GlitchyEngine.Renderer
0, 1, 2,
2, 3, 0
);
quadIndices.SetData(indices);
s_quadGeometry.SetIndexBuffer(quadIndices);
}
@@ -211,7 +211,7 @@ namespace GlitchyEngine.Renderer
s_quadBatchBinding = new GeometryBinding();
s_quadBatchBinding.SetPrimitiveTopology(.TriangleList);
using (var quadBatchLayout = new VertexLayout(vertexElements, true, s_batchEffect.VertexShader))
using (var quadBatchLayout = new VertexLayout(vertexElements, true))
{
s_quadBatchBinding.SetVertexLayout(quadBatchLayout);
}
@@ -238,7 +238,7 @@ namespace GlitchyEngine.Renderer
s_circleBatchBinding = new GeometryBinding();
s_circleBatchBinding.SetPrimitiveTopology(.TriangleList);
using (var circleBatchLayout = new VertexLayout(vertexElements, true, s_circleBatchEffect.VertexShader))
using (var circleBatchLayout = new VertexLayout(vertexElements, true))
{
s_circleBatchBinding.SetVertexLayout(circleBatchLayout);
}