// Wrapper vertex invocations for VFX. Necessary to work around various null input geometry issues for vertex input layout on DX12 and Vulkan. PackedVaryingsType VertVFX( #if NULL_GEOMETRY_INPUT uint vertexID : VERTEXID_SEMANTIC , uint instanceID : INSTANCEID_SEMANTIC #else AttributesMesh inputMesh #if defined(MOTION_VEC_VERTEX_COMMON_INCLUDED) , AttributesPass inputPass #endif #endif ) { #if NULL_GEOMETRY_INPUT AttributesMesh inputMesh; ZERO_INITIALIZE(AttributesMesh, inputMesh); inputMesh.vertexID = vertexID; inputMesh.instanceID = instanceID; #if defined(MOTION_VEC_VERTEX_COMMON_INCLUDED) AttributesPass inputPass; ZERO_INITIALIZE(AttributesPass, inputPass); #endif #endif return Vert(inputMesh #if defined(MOTION_VEC_VERTEX_COMMON_INCLUDED) , inputPass #endif ); }