12 const D3D11_INPUT_ELEMENT_DESC* layoutDesc,
14 ID3DBlob* vertexShaderData)
16 if (!layoutDesc || layoutCount == 0) {
17 ERROR(
"InputLayout",
"init",
"Layout descriptor is empty.");
21 if (!vertexShaderData) {
22 ERROR(
"InputLayout",
"init",
"VertexShaderData is nullptr.");
27 vertexShaderData->GetBufferPointer(),
28 vertexShaderData->GetBufferSize(),
32 ERROR(
"InputLayout",
"init",
33 (
"Failed to create InputLayout. HRESULT: " + std::to_string(hr)).c_str());
Declara la API de DeviceContext dentro del subsistema Core.
ID3D11DeviceContext * m_deviceContext
Puntero al contexto inmediato de Direct3D 11.
HRESULT CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, unsigned int NumElements, const void *pShaderBytecodeWithInputSignature, unsigned int BytecodeLength, ID3D11InputLayout **ppInputLayout)
Crea un Input Layout.