VulkanHostDisplay: Fix errors for shaders with many options
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@ -365,7 +365,7 @@ void main()
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if (m_post_process_pipeline_layout == VK_NULL_HANDLE)
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return false;
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dslbuilder.AddBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1,
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dslbuilder.AddBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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dslbuilder.AddBinding(1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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m_post_process_ubo_descriptor_set_layout = dslbuilder.Create(device);
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@ -953,11 +953,11 @@ void VulkanHostDisplay::ApplyPostProcessingChain(s32 final_left, s32 final_top,
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texture_view_width, texture_view_height, GetWindowWidth(), GetWindowHeight(), 0.0f);
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m_post_processing_ubo.CommitMemory(pps.uniforms_size);
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dsupdate.AddBufferDescriptorWrite(ds, 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, m_post_processing_ubo.GetBuffer(),
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offset, pps.uniforms_size);
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dsupdate.AddBufferDescriptorWrite(ds, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
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m_post_processing_ubo.GetBuffer(), 0, pps.uniforms_size);
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dsupdate.Update(g_vulkan_context->GetDevice());
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vkCmdBindDescriptorSets(cmdbuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_post_process_ubo_pipeline_layout, 0, 1, &ds,
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0, nullptr);
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1, &offset);
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}
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vkCmdBindPipeline(cmdbuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pps.pipeline);
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