Created ComputeInputLayout (markdown)
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Returns the byte offsets for each element of an input layout and the implied vertex stride from a given Direct3D 11 input layout description.
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void ComputeInputLayout(
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const D3D11_INPUT_ELEMENT_DESC* vbDecl, size_t nDecl,
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uint32_t* offsets, uint32_t* strides );
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# Parameters
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_vbDecl_: Input layout description, which is nDecl elements long.
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_offsets_: Must have nDecl elements of space.
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_strides_: Must have ``D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT`` of space. Can be nullptr.
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# Example
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const D3D11_INPUT_ELEMENT_DESC inputLayout[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BLENDINDICES",0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BLENDWEIGHT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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uint32_t offsets[ D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ];
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uint32_t strides[ D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT ];
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ComputeInputLayout( &inputLayout, 7, offsets, strides );
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// strides[0] contains 60
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// offsets contains = { 0, 12, 24, 40, 44, 52, 56 }
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