On Mon, 19 Apr 2021 at 17:24, Jan Sikorski jsikorski@codeweavers.com wrote:
Yeah, the part I’m missing is the mapping between wined3d_shader_signature_element and stream index / binding / location. Maybe it’s just something simple that I didn’t find?
Do you mean for wined3d_context_vk_bind_vertex_buffers() and the binding number in VkVertexInputAttributeDescription? It seems a little unfortunate, but perhaps the most convenient thing to do would be to find the first NULL buffer in state->streams[], and use that as the stream index for NULL bindings.