d3d12: Use instancing to pass constant vertex attribute

Maybe a bit hackish but it works.
This commit is contained in:
vlj 2015-06-05 23:27:43 +02:00 committed by Vincent Lejeune
parent 64a555caca
commit 5f46b32616

View file

@ -109,6 +109,8 @@ std::vector<D3D12_INPUT_ELEMENT_DESC> getIALayout(ID3D12Device *device, const st
IAElement.InputSlot = (UINT)inputSlot;
IAElement.Format = getFormat(vertexData.type - 1, vertexData.size);
IAElement.AlignedByteOffset = (UINT)(vertexData.addr - vertexBufferFormat[inputSlot].range.first);
IAElement.InputSlotClass = (vertexData.addr > 0) ? D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA : D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
IAElement.InstanceDataStepRate = (vertexData.addr > 0) ? 0 : 0;
result.push_back(IAElement);
}
}