Refactor UAV slots binding when rendering from PS into UAV
This commit is contained in:
@@ -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));
|
||||
|
||||
Reference in New Issue
Block a user