예제 #1
0
D3D11PFX_HDR::D3D11PFX_HDR(D3D11PfxRenderer* rnd) : D3D11PFX_Effect(rnd)
{
	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine;

	// Create lum-buffer
	LumBuffer1 = new RenderToTextureBuffer(engine->GetDevice(), LUM_SIZE, LUM_SIZE, DXGI_FORMAT_R16_FLOAT, NULL, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, (int)(log(LUM_SIZE) / log(2)));
	LumBuffer2 = new RenderToTextureBuffer(engine->GetDevice(), LUM_SIZE, LUM_SIZE, DXGI_FORMAT_R16_FLOAT, NULL, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, (int)(log(LUM_SIZE) / log(2)));
	LumBuffer3 = new RenderToTextureBuffer(engine->GetDevice(), LUM_SIZE, LUM_SIZE, DXGI_FORMAT_R16_FLOAT, NULL, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, (int)(log(LUM_SIZE) / log(2)));

	engine->GetContext()->ClearRenderTargetView(LumBuffer1->GetRenderTargetView(), (float *)&D3DXVECTOR4(0,0,0,0));
	engine->GetContext()->ClearRenderTargetView(LumBuffer2->GetRenderTargetView(), (float *)&D3DXVECTOR4(0,0,0,0));
	engine->GetContext()->ClearRenderTargetView(LumBuffer3->GetRenderTargetView(), (float *)&D3DXVECTOR4(0,0,0,0));
	ActiveLumBuffer = 0;
}
예제 #2
0
파일: GOcean.cpp 프로젝트: DennisGT/GD3D11
/** Initializes the ocean */
XRESULT GOcean::InitOcean()
{
	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine;

	PlaneMesh = new GMesh;
	if(XR_SUCCESS != PlaneMesh->LoadMesh("system\\GD3D11\\Meshes\\PlaneSubdiv.3ds"))
	{
		delete PlaneMesh;
		PlaneMesh = NULL;
		return XR_FAILED;
	}

	// Create ocean simulating object
	// Ocean object
	OceanParameter ocean_param;

	// The size of displacement map. In this sample, it's fixed to 512.
	ocean_param.dmap_dim			= 512;
	// The side length (world space) of square patch
	ocean_param.patch_length		= 2000.0f;
	// Adjust this parameter to control the simulation speed
	ocean_param.time_scale			= 0.8f;
	// A scale to control the amplitude. Not the world space height
	ocean_param.wave_amplitude		= 0.35f;
	// 2D wind direction. No need to be normalized
	ocean_param.wind_dir			= D3DXVECTOR2(0.8f, 0.6f);
	// The bigger the wind speed, the larger scale of wave crest.
	// But the wave scale can be no larger than patch_length
	ocean_param.wind_speed			= 600.0f;
	// Damp out the components opposite to wind direction.
	// The smaller the value, the higher wind dependency
	ocean_param.wind_dependency		= 0.07f;
	// Control the scale of horizontal movement. Higher value creates
	// pointy crests.
	ocean_param.choppy_scale		= 1.3f;

	FFTOceanSimulator = new OceanSimulator(ocean_param, engine->GetDevice());

	// Update the simulation for the first time.
	FFTOceanSimulator->updateDisplacementMap(0);

	// Create fresnel map
	CreateFresnelMap(engine->GetDevice());

	return XR_SUCCESS;
}
예제 #3
0
/** Called on resize */
XRESULT D3D11PfxRenderer::OnResize(const INT2& newResolution)
{
	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine;

	// Create temp-buffer
	delete TempBuffer;
	TempBuffer = new RenderToTextureBuffer(engine->GetDevice(), newResolution.x, newResolution.y, DXGI_FORMAT_R16G16B16A16_FLOAT, NULL);

	delete TempBufferDS4_1;
	TempBufferDS4_1 = new RenderToTextureBuffer(engine->GetDevice(), newResolution.x / 4, newResolution.y / 4, DXGI_FORMAT_R16G16B16A16_FLOAT, NULL);

	delete TempBufferDS4_2;
	TempBufferDS4_2 = new RenderToTextureBuffer(engine->GetDevice(), newResolution.x / 4, newResolution.y / 4, DXGI_FORMAT_R16G16B16A16_FLOAT, NULL);
	
	FX_SMAA->OnResize(newResolution);

	return XR_SUCCESS;
}
예제 #4
0
/** Sets the position and size of this sub-view */
void SV_GMeshInfoView::SetRect(const D2D1_RECT_F& rect)
{
	D3D11GraphicsEngine* g = (D3D11GraphicsEngine *)Engine::GraphicsEngine;

	D2DSubView::SetRect(rect);

	Panel->SetRect(D2D1::RectF(0, 0, GetSize().width, GetSize().height));

	// Create new RT
	delete RT;
	RT = new RenderToTextureBuffer(g->GetDevice(), 
		(UINT)std::max(8.0f, GetSize().width), 
		(UINT)std::max(8.0f, GetSize().height), 
		DXGI_FORMAT_R8G8B8A8_UNORM);

	delete DS;
	DS = new RenderToDepthStencilBuffer(g->GetDevice(), 
		(UINT)std::max(8.0f, GetSize().width), 
		(UINT)std::max(8.0f, GetSize().height), 
		DXGI_FORMAT_R32_TYPELESS, NULL, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_R32_FLOAT);
}
예제 #5
0
/** Creates the vertexbuffer with the given arguments */
XRESULT D3D11VertexBuffer::Init(void* initData, unsigned int sizeInBytes, EBindFlags EBindFlags, EUsageFlags usage, ECPUAccessFlags cpuAccess, const std::string& fileName)
{
	HRESULT hr;
	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine;

	if (sizeInBytes == 0)
	{
		LogError() << "VertexBuffer size can't be 0!";
	}

	SizeInBytes = sizeInBytes;

	// Create our own vertexbuffer
	D3D11_BUFFER_DESC bufferDesc;
	bufferDesc.ByteWidth = sizeInBytes;
	bufferDesc.Usage = (D3D11_USAGE)usage;
	bufferDesc.BindFlags = (D3D11_BIND_FLAG)EBindFlags;
	bufferDesc.CPUAccessFlags = (D3D11_CPU_ACCESS_FLAG)cpuAccess;
	bufferDesc.MiscFlags = 0;

	// In case we dont have data, allocate some to satisfy D3D11
	char* data = NULL;
	if (!initData)
	{
		data = new char[bufferDesc.ByteWidth];
		memset(data, 0, bufferDesc.ByteWidth);

		initData = data;
	}

	D3D11_SUBRESOURCE_DATA InitData;
	InitData.pSysMem = initData;
	InitData.SysMemPitch = 0;
	InitData.SysMemSlicePitch = 0;

	LE(engine->GetDevice()->CreateBuffer(&bufferDesc, &InitData, &VertexBuffer));

#ifndef PUBLIC_RELEASE
	VertexBuffer->SetPrivateData(WKPDID_D3DDebugObjectName, fileName.size(), fileName.c_str());
#endif

	delete[] data;

	return XR_SUCCESS;
}
예제 #6
0
D3D11PfxRenderer::D3D11PfxRenderer(void)
{
	TempBuffer = NULL;
	TempBufferDS4_1 = NULL;
	TempBufferDS4_2 = NULL;

	FX_Blur = NULL;

	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine;
	ScreenQuad = new D3D11FullscreenQuad;
	ScreenQuad->CreateQuad(engine->GetDevice());

	FX_Blur = new D3D11PFX_Blur(this);
	FX_HeightFog = new D3D11PFX_HeightFog(this);
	//FX_DistanceBlur = new D3D11PFX_DistanceBlur(this);
	FX_HDR = new D3D11PFX_HDR(this);
	FX_SMAA = new D3D11PFX_SMAA(this);

	FX_GodRays = new D3D11PFX_GodRays(this);

	NvHBAO = new D3D11NVHBAO;
	NvHBAO->Init();
}
예제 #7
0
/** Loads shader */
XRESULT D3D11VShader::LoadShader(const char* vertexShader, int layout, std::vector<D3D10_SHADER_MACRO>& makros)
{
	HRESULT hr;
	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine;

	ID3DBlob* vsBlob;

	LogInfo() << "Compilling vertex shader: " << vertexShader;
	File = vertexShader;


	// Compile shader
	if(FAILED(CompileShaderFromFile(vertexShader, "VSMain", "vs_4_0", &vsBlob, makros)))
	{
		return XR_FAILED;
	}

	// Create the shader
	LE(engine->GetDevice()->CreateVertexShader(vsBlob->GetBufferPointer(),
		vsBlob->GetBufferSize(), NULL, &VertexShader));

#ifndef PUBLIC_RELEASE
	VertexShader->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(vertexShader), vertexShader);
#endif


	const D3D11_INPUT_ELEMENT_DESC layout1[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "DIFFUSE", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};

	const D3D11_INPUT_ELEMENT_DESC layout2[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};

	const D3D11_INPUT_ELEMENT_DESC layout3[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "POSITION", 1, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "POSITION", 2, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "POSITION", 3, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "DIFFUSE", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "BONEIDS", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "WEIGHTS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};

	const D3D11_INPUT_ELEMENT_DESC layout4[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "DIFFUSE", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "INSTANCE_WORLD_MATRIX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_WORLD_MATRIX", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_WORLD_MATRIX", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_WORLD_MATRIX", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
		{ "INSTANCE_SCALE", 0, DXGI_FORMAT_R32G32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
	};

	const D3D11_INPUT_ELEMENT_DESC layout5[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};

	const D3D11_INPUT_ELEMENT_DESC layout6[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "DIFFUSE", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};

	const D3D11_INPUT_ELEMENT_DESC layout7[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "DIFFUSE", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },

	};

	const D3D11_INPUT_ELEMENT_DESC layout8[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};

	const D3D11_INPUT_ELEMENT_DESC layout9[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },	
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },

		{ "INSTANCE_WORLD_MATRIX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_WORLD_MATRIX", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_WORLD_MATRIX", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_WORLD_MATRIX", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
	};

	const D3D11_INPUT_ELEMENT_DESC layout10[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "DIFFUSE", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "INSTANCE_WORLD_MATRIX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_WORLD_MATRIX", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_WORLD_MATRIX", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		{ "INSTANCE_WORLD_MATRIX", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
		//{ "INSTANCE_COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
	};

	switch (layout)
	{
	case 1:
		LE(engine->GetDevice()->CreateInputLayout(layout1, ARRAYSIZE(layout1), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;

	case 2:
		LE(engine->GetDevice()->CreateInputLayout(layout2, ARRAYSIZE(layout2), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;

	case 3:
		LE(engine->GetDevice()->CreateInputLayout(layout3, ARRAYSIZE(layout3), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;

	case 4:
		LE(engine->GetDevice()->CreateInputLayout(layout4, ARRAYSIZE(layout4), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;

	case 5:
		LE(engine->GetDevice()->CreateInputLayout(layout5, ARRAYSIZE(layout5), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;

	case 6:
		LE(engine->GetDevice()->CreateInputLayout(layout6, ARRAYSIZE(layout6), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;

	case 7:
		LE(engine->GetDevice()->CreateInputLayout(layout7, ARRAYSIZE(layout7), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;

	case 8:
		LE(engine->GetDevice()->CreateInputLayout(layout8, ARRAYSIZE(layout8), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;

	case 9:
		LE(engine->GetDevice()->CreateInputLayout(layout9, ARRAYSIZE(layout9), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;

	case 10:
		LE(engine->GetDevice()->CreateInputLayout(layout10, ARRAYSIZE(layout10), vsBlob->GetBufferPointer(),
			vsBlob->GetBufferSize(), &InputLayout));
		break;
	}

	return XR_SUCCESS;
}