[hud] Pass shader stage when binding HUD shader resources

This commit is contained in:
Philip Rebohle 2022-06-02 19:44:40 +02:00
parent fe03327ecd
commit ce0a2f08f0
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GPG Key ID: C8CC613427A31C99
1 changed files with 5 additions and 5 deletions

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@ -107,10 +107,10 @@ namespace dxvk::hud {
m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_textShaders.vert);
m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_textShaders.frag);
m_context->bindResourceBuffer (0, DxvkBufferSlice(m_fontBuffer));
m_context->bindResourceView (1, nullptr, m_dataView);
m_context->bindResourceSampler(2, m_fontSampler);
m_context->bindResourceView (2, m_fontView, nullptr);
m_context->bindResourceBuffer (VK_SHADER_STAGE_VERTEX_BIT, 0, DxvkBufferSlice(m_fontBuffer));
m_context->bindResourceView (VK_SHADER_STAGE_VERTEX_BIT, 1, nullptr, m_dataView);
m_context->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 2, m_fontSampler);
m_context->bindResourceView (VK_SHADER_STAGE_FRAGMENT_BIT, 2, m_fontView, nullptr);
static const DxvkInputAssemblyState iaState = {
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
@ -129,7 +129,7 @@ namespace dxvk::hud {
m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_graphShaders.vert);
m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_graphShaders.frag);
m_context->bindResourceBuffer(0, DxvkBufferSlice(m_dataBuffer));
m_context->bindResourceBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_dataBuffer));
static const DxvkInputAssemblyState iaState = {
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,