Refactor UAV slots binding when rendering from PS into UAV

This commit is contained in:
Wojtek Figat
2021-10-07 14:15:45 +02:00
parent bdd2dbb719
commit 88cf1bcd28
9 changed files with 38 additions and 116 deletions

View File

@@ -912,12 +912,6 @@ void GPUContextVulkan::SetRenderTarget(GPUTextureView* depthBuffer, const Span<G
}
}
void GPUContextVulkan::SetRenderTarget(GPUTextureView* rt, GPUBuffer* uaOutput)
{
// TODO: implement Draw Indirect and Pixel Shader write to UAV on Vulkan
MISSING_CODE("GPUContextVulkan::SetRenderTarget with UA output");
}
void GPUContextVulkan::ResetSR()
{
Platform::MemoryClear(_srHandles, sizeof(_srHandles));