}
#else
- simdvertex vin;
SWR_VS_CONTEXT vsContext;
-
- vsContext.pVin = &vin;
-
SWR_FETCH_CONTEXT fetchInfo = { 0 };
fetchInfo.pStreams = &state.vertexBuffers[0];
}
simdvertex& vout = pa.GetNextVsOutput();
+ vsContext.pVin = &vout;
vsContext.pVout = &vout;
if (i < endVertex)
// 1. Execute FS/VS for a single SIMD.
AR_BEGIN(FEFetchShader, pDC->drawId);
- state.pfnFetchFunc(fetchInfo, vin);
+ state.pfnFetchFunc(fetchInfo, vout);
AR_END(FEFetchShader, 0);
// forward fetch generated vertex IDs to the vertex shader