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@@ -973,7 +973,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
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D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
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D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
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refTable->GetResourceBindingDesc(i, &shaderInputBind);
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refTable->GetResourceBindingDesc(i, &shaderInputBind);
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- if (shaderInputBind.Type == D3D_SIT_TEXTURE)
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+ if (shaderInputBind.Type == D3D_SIT_TEXTURE || shaderInputBind.Type == D3D_SIT_UAV_RWTYPED)
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{
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{
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// these should return shaderResourceViews and add them to shaderResources.
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// these should return shaderResourceViews and add them to shaderResources.
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/*switch (shaderInputBind.Dimension)
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/*switch (shaderInputBind.Dimension)
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@@ -1017,8 +1017,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
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desc.arraySize = shaderInputBind.BindCount;
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desc.arraySize = shaderInputBind.BindCount;
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mSamplerDescriptions.push_back(desc);
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mSamplerDescriptions.push_back(desc);
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}
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}
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- else if (shaderInputBind.Type == D3D_SIT_UAV_RWTYPED ||
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- shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED ||
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+ else if (shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED ||
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shaderInputBind.Type == D3D_SIT_UAV_RWBYTEADDRESS ||
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shaderInputBind.Type == D3D_SIT_UAV_RWBYTEADDRESS ||
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shaderInputBind.Type == D3D_SIT_UAV_APPEND_STRUCTURED ||
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shaderInputBind.Type == D3D_SIT_UAV_APPEND_STRUCTURED ||
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shaderInputBind.Type == D3D_SIT_UAV_CONSUME_STRUCTURED ||
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shaderInputBind.Type == D3D_SIT_UAV_CONSUME_STRUCTURED ||
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