Fix UsedSRsMask/UsedUAsMask when binding arrays to the shader
This commit is contained in:
@@ -151,7 +151,8 @@ namespace
|
||||
case D3D_SIT_TEXTURE:
|
||||
case D3D_SIT_STRUCTURED:
|
||||
case D3D_SIT_BYTEADDRESS:
|
||||
bindings.UsedSRsMask |= 1 << resDesc.BindPoint;
|
||||
for (UINT shift = 0; shift < resDesc.BindCount; shift++)
|
||||
bindings.UsedSRsMask |= 1 << (resDesc.BindPoint + shift);
|
||||
break;
|
||||
|
||||
// Unordered Access
|
||||
@@ -161,7 +162,8 @@ namespace
|
||||
case D3D_SIT_UAV_APPEND_STRUCTURED:
|
||||
case D3D_SIT_UAV_CONSUME_STRUCTURED:
|
||||
case D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER:
|
||||
bindings.UsedUAsMask |= 1 << resDesc.BindPoint;
|
||||
for (UINT shift = 0; shift < resDesc.BindCount; shift++)
|
||||
bindings.UsedUAsMask |= 1 << (resDesc.BindPoint + shift);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user