Metal: update binding mapping for SPRV due to change for custom shader uniforms in other backends (Metal is still not supported)

Co-authored-by: TellowKrinkle <tellowkrinkle@gmail.com>
This commit is contained in:
iwubcode 2023-09-19 20:51:22 -05:00
parent a099f4f41b
commit 713454b7d7
1 changed files with 1 additions and 1 deletions

View File

@ -458,7 +458,7 @@ std::optional<std::string> Metal::Util::TranslateShaderToMSL(ShaderStage stage,
static const spirv_cross::MSLResourceBinding resource_bindings[] = { static const spirv_cross::MSLResourceBinding resource_bindings[] = {
MakeResourceBinding(spv::ExecutionModelVertex, 0, 0, 1, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelVertex, 0, 0, 1, 0, 0), // vs/ubo
MakeResourceBinding(spv::ExecutionModelVertex, 0, 1, 1, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelVertex, 0, 1, 1, 0, 0), // vs/ubo
MakeResourceBinding(spv::ExecutionModelVertex, 0, 2, 2, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelVertex, 0, 3, 2, 0, 0), // vs/ubo
MakeResourceBinding(spv::ExecutionModelVertex, 2, 1, 0, 0, 0), // vs/ssbo MakeResourceBinding(spv::ExecutionModelVertex, 2, 1, 0, 0, 0), // vs/ssbo
MakeResourceBinding(spv::ExecutionModelFragment, 0, 0, 0, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelFragment, 0, 0, 0, 0, 0), // vs/ubo
MakeResourceBinding(spv::ExecutionModelFragment, 0, 1, 1, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelFragment, 0, 1, 1, 0, 0), // vs/ubo