Create and set a basic input layout.

TRAC #22153 Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1533 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 0b03b06c
......@@ -648,6 +648,18 @@ bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
{
// TODO: Build the input layout from the (translated) attribute information
D3D11_INPUT_ELEMENT_DESC inputElementDescriptions[1] =
{
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
};
ID3D11InputLayout *inputLayout = NULL;
mDevice->CreateInputLayout(inputElementDescriptions, 1, NULL /*FIXME: vertex shader blob */, 0 /* FIXME: vertex shader size */, &inputLayout);
mDeviceContext->IASetInputLayout(inputLayout);
inputLayout->Release(); // TODO: Build a cache of input layouts
// TODO
UNIMPLEMENTED();
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment