Update gfxD3D11Shader.cpp

This commit is contained in:
marauder2k7 2024-03-01 14:30:31 +00:00
parent 74da01dd0d
commit 017246cfa3

View file

@ -973,7 +973,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
D3D11_SHADER_INPUT_BIND_DESC shaderInputBind; D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
refTable->GetResourceBindingDesc(i, &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. // these should return shaderResourceViews and add them to shaderResources.
/*switch (shaderInputBind.Dimension) /*switch (shaderInputBind.Dimension)
@ -1017,8 +1017,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
desc.arraySize = shaderInputBind.BindCount; desc.arraySize = shaderInputBind.BindCount;
mSamplerDescriptions.push_back(desc); mSamplerDescriptions.push_back(desc);
} }
else if (shaderInputBind.Type == D3D_SIT_UAV_RWTYPED || else if (shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED ||
shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED ||
shaderInputBind.Type == D3D_SIT_UAV_RWBYTEADDRESS || shaderInputBind.Type == D3D_SIT_UAV_RWBYTEADDRESS ||
shaderInputBind.Type == D3D_SIT_UAV_APPEND_STRUCTURED || shaderInputBind.Type == D3D_SIT_UAV_APPEND_STRUCTURED ||
shaderInputBind.Type == D3D_SIT_UAV_CONSUME_STRUCTURED || shaderInputBind.Type == D3D_SIT_UAV_CONSUME_STRUCTURED ||