Odin
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D3D12: Support for SHADER_4_COMPONENT_MAPPING macros
Added procedures for D3D12 macros: ENCODE_SHADER_4_COMPONENT_MAPPING DECODE_SHADER_4_COMPONENT_MAPPING Added a "runtime constant" for DEFAULT_SHADER_4_COMPONENT_MAPPING
Did you even test this code before you wrote it?
Sorry for the late replay.
I'm actively using it in my renderer. Altough, I'm only using DEFAULT_SHADER_4_COMPONENT_MAPPING, I've tested other variations of ENCODE_SHADER_4_COMPONENT_MAPPING and it seems to work correctly.
I've also tested DECODE_SHADER_4_COMPONENT_MAPPING and it seems to work ok.
What problem did you find? I can fix it if you tell me.