How to get the right type of texture coordinate input in vertex shader in DX9
Here are two version of HLSL vertex shader input
开发者_如何学运维struct VS_INPUTS_0 { float3 Pos : POSITION; float2 Tex0 : TEXCOORD0; }
struct VS_INPUTS_1 { float3 Pos : POSITION; float3 Tex0 : TEXCOORD0; }
The only difference is the float2 and float3 of Tex0. Is there a DX9 API to get the right type of Tex0 to indicate whether the type of Tex0 is float2 or float3?
For DX9, not as far as I know, as DX9 automatically patches your shaders. That is, if your pixel shader expects float2
and your vertex shader provides float3
, it will still work. With DirectX10/11, you can use shader reflection to query the compiled shader and figure out what it expects.
Question is: What do you mean with "right type"? That totally depends on your pixel shader, the vertex shader alone is not enough to decide.
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