Update gfxD3D11Shader.cpp

turns out we dont need to do this if both exist the bind point gets changed anyway
This commit is contained in:
marauder2k7 2024-02-27 14:51:59 +00:00
parent e9a38539a3
commit 040bbdd6d6

View file

@ -864,7 +864,6 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
AssertFatal(false, "Shader Reflection table unable to be created");
}
// we loop through and account for the most common data types.
bool foundGlobals = false;
for (U32 i = 0; i < shaderDesc.ConstantBuffers; i++)
{
GFXShaderConstDesc desc;
@ -885,11 +884,6 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
{
desc.name = desc.name + String::ToString((U32)shaderStage-1);
if (foundGlobals)
desc.bindPoint += 1;
foundGlobals = true;
}
mBuffers[desc.name] = desc;