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