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// 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
);
}