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Update gfxD3D11Shader.cpp
turns out we dont need to do this if both exist the bind point gets changed anyway
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1 changed files with 0 additions and 6 deletions
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@ -864,7 +864,6 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
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AssertFatal(false, "Shader Reflection table unable to be created");
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AssertFatal(false, "Shader Reflection table unable to be created");
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}
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}
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// we loop through and account for the most common data types.
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// we loop through and account for the most common data types.
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bool foundGlobals = false;
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for (U32 i = 0; i < shaderDesc.ConstantBuffers; i++)
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for (U32 i = 0; i < shaderDesc.ConstantBuffers; i++)
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{
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{
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GFXShaderConstDesc desc;
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GFXShaderConstDesc desc;
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@ -885,11 +884,6 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
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if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
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if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
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{
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{
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desc.name = desc.name + String::ToString((U32)shaderStage-1);
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desc.name = desc.name + String::ToString((U32)shaderStage-1);
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if (foundGlobals)
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desc.bindPoint += 1;
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foundGlobals = true;
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}
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}
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mBuffers[desc.name] = desc;
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mBuffers[desc.name] = desc;
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