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std::vector<D3D11_INPUT_ELEMENT_DESC> desc;
for (auto it = descStrings.begin(); it != descStrings.end(); it++)
{
auto strIt = it->begin();
std::string SemanticName;
while ((*strIt) != ',' || strIt != it->end())
{
if ((*strIt) != ' ')
SemanticName += (*strIt);
strIt++;
}
strIt++;
std::string SemanticIndex;
while ((*strIt) != ',' || strIt != it->end())
{
if ((*strIt) != ' ')
SemanticIndex += (*strIt);
strIt++;
}
strIt++;
std::string Format;
while ((*strIt) != ',' || strIt != it->end())
{
if ((*strIt) != ' ')
Format += (*strIt);
strIt++;
}
strIt++;
std::string InputSlot;
while ((*strIt) != ',' || strIt != it->end())
{
if ((*strIt) != ' ')
InputSlot += (*strIt);
strIt++;
}
strIt++;
std::string AlignedByteOffset;
while ((*strIt) != ',' || strIt != it->end())
{
if ((*strIt) != ' ')
AlignedByteOffset += (*strIt);
strIt++;
}
strIt++;
std::string InputSlotClass;
while ((*strIt) != ',' || strIt != it->end())
{
if ((*strIt) != ' ')
InputSlotClass += (*strIt);
strIt++;
}
strIt++;
std::string InstanceDataStepRate;
while ((*strIt) != '}' || strIt != it->end())
{
if((*strIt) != ' ')
InstanceDataStepRate += (*strIt);
strIt++;
}
strIt++;
D3D11_INPUT_ELEMENT_DESC element = {
SemanticName.c_str(),
atoi(SemanticIndex.c_str()),
(DXGI_FORMAT)atoi(Format.c_str()),
atoi(InputSlot.c_str()),
atoi(AlignedByteOffset.c_str()),
(D3D11_INPUT_CLASSIFICATION)atoi(InputSlotClass.c_str()),
atoi(InstanceDataStepRate.c_str())
};
desc.push_back(element);
}