#include "InputLayout.h" #include "GraphicsThrowMacros.h" InputLayout::InputLayout( Graphics& gfx, const std::vector& layout, ID3DBlob* pVertexShaderBytecode ) { INFOMAN( gfx ); GFX_THROW_INFO( GetDevice( gfx )->CreateInputLayout( layout.data(),(UINT)layout.size(), pVertexShaderBytecode->GetBufferPointer(), pVertexShaderBytecode->GetBufferSize(), &pInputLayout ) ); } void InputLayout::Bind( Graphics& gfx ) noexcept { GetContext( gfx )->IASetInputLayout( pInputLayout.Get() ); }