"ID3D11Device::CreateInputLayout" Changed?
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lundi 25 juin 2012 04:19
HRESULT CreateInputLayout(
[in] const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,
[in] UINT NumElements,
[in] constvoid*pShaderBytecodeWithInputSignature,
[in] SIZE_T BytecodeLength,
[out] ID3D11InputLayout **ppInputLayout
);In old SDK, pShaderBytecodeWithInputSignature is a SignedBlob. But in Metro Sample, it uses the Compiled Shader(cso) directly?
C++ DX11
Toutes les réponses
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lundi 25 juin 2012 18:21
The .cso file is a binary 'blob' of all the HLSL shader output. The various Direct3D 11 APIs do not care about the way it gets the data which can be from a binary memory blob loaded from a .cso, coming back directly from D3DCompile* as a ID3DBlob, or a static C-style binary array generated by FXC using the /Fh flag (this last technique is what we use for DirectXTK's shaders).
http://go.microsoft.com/fwlink/?LinkId=248929 -
mardi 26 juin 2012 02:51Why we use D3DGetInputSignatureBlob in the old SDK, and it is not needed now?
C++ DX11
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mardi 26 juin 2012 18:19
I believe that has always been optional...
- Marqué comme réponse Raptor K mercredi 27 juin 2012 02:09

