[D3D12] DXBC: Don't declare shared memory SRV in the depth-only pixel shader

This commit is contained in:
Triang3l 2019-01-06 18:41:54 +03:00
parent 6c48f209a1
commit 75ec48d225
1 changed files with 54 additions and 52 deletions

View File

@ -4107,6 +4107,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
shader_object_.push_back(0);
}
if (!is_depth_only_pixel_shader_) {
// Samplers.
for (uint32_t i = 0; i < uint32_t(sampler_bindings_.size()); ++i) {
const SamplerBinding& sampler_binding = sampler_bindings_[i];
@ -4165,6 +4166,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_FLOAT, 3));
shader_object_.push_back(0);
}
}
// Unordered access views.
if (!is_depth_only_pixel_shader_) {