Proper vertex format input type in shaders.

This commit is contained in:
Ben Vanik
2014-01-18 01:08:45 -08:00
parent 946397cc8c
commit 7bdd973935
3 changed files with 86 additions and 4 deletions

View File

@@ -123,7 +123,6 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
// Some are unsupported on D3D11 and must be emulated.
D3D11_PRIMITIVE_TOPOLOGY primitive_topology;
switch (prim_type) {
default:
case XE_GPU_PRIMITIVE_TYPE_POINT_LIST:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
break;
@@ -143,11 +142,14 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
XELOGW("D3D11: faking RECTANGLE_LIST as a tri list");
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
default:
case XE_GPU_PRIMITIVE_TYPE_TRIANGLE_FAN:
case XE_GPU_PRIMITIVE_TYPE_UNKNOWN_07:
case XE_GPU_PRIMITIVE_TYPE_LINE_LOOP:
case XE_GPU_PRIMITIVE_TYPE_UNKNOWN_0D:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
XELOGE("D3D11: unsupported primitive type %d", prim_type);
return 1;
break;
}
context_->IASetPrimitiveTopology(primitive_topology);