[d3d11] Pass shader stage for binding video processor resources

This commit is contained in:
Philip Rebohle 2022-06-02 19:40:47 +02:00
parent a1bbc77c04
commit d05864cbcb
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GPG Key ID: C8CC613427A31C99
1 changed files with 3 additions and 3 deletions

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@ -1199,7 +1199,7 @@ namespace dxvk {
ctx->bindRenderTargets(rt);
ctx->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vs);
ctx->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_fs);
ctx->bindResourceBuffer(0, DxvkBufferSlice(m_ubo));
ctx->bindResourceBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_ubo));
DxvkInputAssemblyState iaState;
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
@ -1292,10 +1292,10 @@ namespace dxvk {
ctx->invalidateBuffer(m_ubo, uboSlice);
ctx->setViewports(1, &viewport, &scissor);
ctx->bindResourceSampler(1, m_sampler);
ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 1, m_sampler);
for (uint32_t i = 0; i < cViews.size(); i++)
ctx->bindResourceView(2 + i, cViews[i], nullptr);
ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, 2 + i, cViews[i], nullptr);
ctx->draw(3, 1, 0, 0);
});