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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.
- void VertVFX(
- #if NULL_GEOMETRY_INPUT
- uint vertexID : VERTEXID_SEMANTIC
- , uint instanceID : INSTANCEID_SEMANTIC
- #else
- Attributes input
- #endif
-
- #if (SHADERPASS == SHADERPASS_MOTION_VECTORS)
- , out PackedMotionVectorPassVaryings packedMvOutput
- #endif
- , out PackedVaryings packedOutput
- )
- {
- #if NULL_GEOMETRY_INPUT
- Attributes input;
- ZERO_INITIALIZE(Attributes, input);
- input.vertexID = vertexID;
- input.instanceID = instanceID;
- #endif
-
- #if (SHADERPASS != SHADERPASS_MOTION_VECTORS)
- packedOutput = vert(input);
- #else
- MotionVectorPassAttributes dummy = (MotionVectorPassAttributes)0;
- vert(input, dummy, packedMvOutput, packedOutput);
- #endif
- }
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