Remove unused shader input layout

We don't use SV_Position in our vertex shaders.
This commit is contained in:
ns6089 2023-09-11 16:00:29 +03:00 committed by Cameron Gutman
parent 7f2b96b3e0
commit 974c4bd4a1

View File

@ -621,15 +621,6 @@ namespace platf::dxgi {
}
device_ctx->PSSetConstantBuffers(0, 1, &color_matrix);
D3D11_INPUT_ELEMENT_DESC layout_desc {
"SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0
};
status = device->CreateInputLayout(
&layout_desc, 1,
convert_yuv420_chroma_vs_type0_hlsl->GetBufferPointer(), convert_yuv420_chroma_vs_type0_hlsl->GetBufferSize(),
&input_layout);
this->display = std::dynamic_pointer_cast<display_base_t>(display);
if (!this->display) {
return -1;
@ -656,8 +647,6 @@ namespace platf::dxgi {
return -1;
}
device_ctx->IASetInputLayout(input_layout.get());
device_ctx->OMSetBlendState(blend_disable.get(), nullptr, 0xFFFFFFFFu);
device_ctx->PSSetSamplers(0, 1, &sampler_linear);
device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
@ -737,8 +726,6 @@ namespace platf::dxgi {
buf_t subsample_offset;
buf_t color_matrix;
input_layout_t input_layout;
blend_t blend_disable;
sampler_state_t sampler_linear;