Hi Guys,
Just wondering if you could assist me with some basic theory here.
Why is it that CreateInputLayout() requires both the input description and shader input signature.
QuoteD3D11_INPUT_ELEMENT_DESC inputDescP[] = { "POSITION", 0 ,DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 };
const BYTE signature_fvf_xy[] = { // removed for sake of post size };ID3D11InputLayout* inputLayoutXY;
int result = test->CreateInputLayout(inputDescP, 1, signature_fvf_xy, sizeof(signature_fvf_xy), &inputLayoutXY);
Seems like a redundant operation.
If the input signature is allready defined by the coder, then why is the input signature of the shader needed as well (if it has to be the same anyway)?
As far as I can tell, there is no way to successfully create an input layout with the input description alone. Why the requirement of doubling up on the same information?
Thanks in advance