GPU: Fix non-triangle D3D12 primitive topology types

This commit is contained in:
Caleb Cornett 2024-12-21 20:01:34 -05:00 committed by Ethan Lee
parent 33442701ca
commit c080bb8417
1 changed files with 9 additions and 1 deletions

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@ -568,6 +568,14 @@ static D3D12_PRIMITIVE_TOPOLOGY SDLToD3D12_PrimitiveType[] = {
D3D_PRIMITIVE_TOPOLOGY_POINTLIST // POINTLIST
};
static D3D12_PRIMITIVE_TOPOLOGY_TYPE SDLToD3D12_PrimitiveTopologyType[] = {
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, // TRIANGLELIST
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, // TRIANGLESTRIP
D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, // LINELIST
D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, // LINESTRIP
D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT // POINTLIST
};
static D3D12_TEXTURE_ADDRESS_MODE SDLToD3D12_SamplerAddressMode[] = {
D3D12_TEXTURE_ADDRESS_MODE_WRAP, // REPEAT
D3D12_TEXTURE_ADDRESS_MODE_MIRROR, // MIRRORED_REPEAT
@ -2864,7 +2872,7 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
D3D12_INTERNAL_ConvertVertexInputState(createinfo->vertex_input_state, inputElementDescs, renderer->semantic);
}
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.PrimitiveTopologyType = SDLToD3D12_PrimitiveTopologyType[createinfo->primitive_type];
if (!D3D12_INTERNAL_ConvertRasterizerState(createinfo->rasterizer_state, &psoDesc.RasterizerState)) {
return NULL;