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Fixed compute texture sampler binding.

Branimir Karadžić 8 lat temu
rodzic
commit
9c510e3c64
3 zmienionych plików z 3 dodań i 0 usunięć
  1. 1 0
      src/renderer_d3d11.cpp
  2. 1 0
      src/renderer_d3d12.cpp
  3. 1 0
      src/renderer_gl.cpp

+ 1 - 0
src/renderer_d3d11.cpp

@@ -5755,6 +5755,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
 							switch (bind.m_type)
 							{
 							case Binding::Image:
+							case Binding::Texture:
 								{
 									TextureD3D11& texture = m_textures[bind.m_idx];
 									if (Access::Read != bind.m_un.m_compute.m_access)

+ 1 - 0
src/renderer_d3d12.cpp

@@ -5113,6 +5113,7 @@ data.NumQualityLevels = 0;
 									switch (bind.m_type)
 									{
 									case Binding::Image:
+									case Binding::Texture:
 										{
 											TextureD3D12& texture = m_textures[bind.m_idx];
 

+ 1 - 0
src/renderer_gl.cpp

@@ -6587,6 +6587,7 @@ namespace bgfx { namespace gl
 								switch (bind.m_type)
 								{
 								case Binding::Image:
+								case Binding::Texture:
 									{
 										const TextureGL& texture = m_textures[bind.m_idx];
 										GL_CHECK(glBindImageTexture(ii