|
@@ -443,7 +443,7 @@ Error LightBin::bin(FrustumComponent& frc,
|
|
|
ShaderCluster* data =
|
|
ShaderCluster* data =
|
|
|
static_cast<ShaderCluster*>(m_gr->allocateFrameTransientMemory(
|
|
static_cast<ShaderCluster*>(m_gr->allocateFrameTransientMemory(
|
|
|
sizeof(ShaderCluster) * m_clusterCount,
|
|
sizeof(ShaderCluster) * m_clusterCount,
|
|
|
- BufferUsageBit::UNIFORM_ANY_SHADER,
|
|
|
|
|
|
|
+ BufferUsageBit::STORAGE_ANY,
|
|
|
clustersToken));
|
|
clustersToken));
|
|
|
|
|
|
|
|
ctx.m_clusters = WeakArray<ShaderCluster>(data, m_clusterCount);
|
|
ctx.m_clusters = WeakArray<ShaderCluster>(data, m_clusterCount);
|
|
@@ -451,7 +451,7 @@ Error LightBin::bin(FrustumComponent& frc,
|
|
|
// Allocate light IDs
|
|
// Allocate light IDs
|
|
|
U32* data2 = static_cast<U32*>(
|
|
U32* data2 = static_cast<U32*>(
|
|
|
m_gr->allocateFrameTransientMemory(maxLightIndices * sizeof(U32),
|
|
m_gr->allocateFrameTransientMemory(maxLightIndices * sizeof(U32),
|
|
|
- BufferUsageBit::UNIFORM_ANY_SHADER,
|
|
|
|
|
|
|
+ BufferUsageBit::STORAGE_ANY,
|
|
|
lightIndicesToken));
|
|
lightIndicesToken));
|
|
|
|
|
|
|
|
ctx.m_lightIds = WeakArray<U32>(data2, maxLightIndices);
|
|
ctx.m_lightIds = WeakArray<U32>(data2, maxLightIndices);
|