diff --git a/Engine/source/gfx/D3D11/gfxD3D11Shader.cpp b/Engine/source/gfx/D3D11/gfxD3D11Shader.cpp index ad62b68e7..ba5c5e227 100644 --- a/Engine/source/gfx/D3D11/gfxD3D11Shader.cpp +++ b/Engine/source/gfx/D3D11/gfxD3D11Shader.cpp @@ -973,7 +973,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable, D3D11_SHADER_INPUT_BIND_DESC shaderInputBind; refTable->GetResourceBindingDesc(i, &shaderInputBind); - if (shaderInputBind.Type == D3D_SIT_TEXTURE) + if (shaderInputBind.Type == D3D_SIT_TEXTURE || shaderInputBind.Type == D3D_SIT_UAV_RWTYPED) { // these should return shaderResourceViews and add them to shaderResources. /*switch (shaderInputBind.Dimension) @@ -1017,8 +1017,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable, desc.arraySize = shaderInputBind.BindCount; mSamplerDescriptions.push_back(desc); } - else if (shaderInputBind.Type == D3D_SIT_UAV_RWTYPED || - shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED || + else if (shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED || shaderInputBind.Type == D3D_SIT_UAV_RWBYTEADDRESS || shaderInputBind.Type == D3D_SIT_UAV_APPEND_STRUCTURED || shaderInputBind.Type == D3D_SIT_UAV_CONSUME_STRUCTURED ||