[d3d11] Use new binding methods in video context

This commit is contained in:
Philip Rebohle 2022-08-03 22:39:39 +02:00
parent e49524fcb0
commit 9d967f2fed
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GPG Key ID: C8CC613427A31C99
1 changed files with 5 additions and 5 deletions

View File

@ -1196,9 +1196,9 @@ namespace dxvk {
rt.color[0].view = cView;
rt.color[0].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
ctx->bindRenderTargets(rt);
ctx->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vs);
ctx->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_fs);
ctx->bindRenderTargets(std::move(rt));
ctx->bindShader(VK_SHADER_STAGE_VERTEX_BIT, Rc<DxvkShader>(m_vs));
ctx->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, Rc<DxvkShader>(m_fs));
ctx->bindResourceBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_ubo));
DxvkInputAssemblyState iaState;
@ -1293,10 +1293,10 @@ namespace dxvk {
ctx->invalidateBuffer(m_ubo, uboSlice);
ctx->setViewports(1, &viewport, &scissor);
ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 1, m_sampler);
ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 1, Rc<DxvkSampler>(m_sampler));
for (uint32_t i = 0; i < cViews.size(); i++)
ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, 2 + i, cViews[i], nullptr);
ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, 2 + i, Rc<DxvkImageView>(cViews[i]), nullptr);
ctx->draw(3, 1, 0, 0);
});