[PATCH v2 1/6] d3d11/tests: Added test for unbound input streams.

Henri Verbeet hverbeet at gmail.com
Mon Apr 19 10:00:35 CDT 2021


On Mon, 19 Apr 2021 at 16:24, Jan Sikorski <jsikorski at codeweavers.com> wrote:
> > On 16 Apr 2021, at 16:01, Henri Verbeet <hverbeet at gmail.com> wrote:
> > Some quick testing (i.e., getting rid of input layout creation here,
> > and creating the input layout in draw_quad_vs_() against
> > default_vs_code[]) seems to suggest this also works without a matching
> > input layout. Should we perhaps look at the shader input signature
> > instead?
>
> That works, but gave me a validation error:
> D3D11 ERROR: ID3D11DeviceContext::Draw: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (COLOR,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
>
> It looks like an extra complication to match against the shader signature, I’m not sure if there are other reasons to prefer that?
>
It seems simpler in some regards. E.g., in
wined3d_stream_info_from_declaration(), after the loop over the
declaration elements, you'd loop over the shader's input signature,
and insert entries for inputs not already setup, instead of using the
"require_buffer" parameter.



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