[hud] Use new resource view binding methods

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Philip Rebohle 2022-08-07 14:08:57 +02:00
parent 1c1958be44
commit eebcfcf973
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GPG Key ID: C8CC613427A31C99
1 changed files with 3 additions and 3 deletions

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@ -107,10 +107,10 @@ namespace dxvk::hud {
m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, Rc<DxvkShader>(m_textShaders.vert));
m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, Rc<DxvkShader>(m_textShaders.frag));
m_context->bindResourceBuffer (VK_SHADER_STAGE_VERTEX_BIT, 0, DxvkBufferSlice(m_fontBuffer));
m_context->bindResourceView (VK_SHADER_STAGE_VERTEX_BIT, 1, nullptr, Rc<DxvkBufferView>(m_dataView));
m_context->bindResourceBuffer(VK_SHADER_STAGE_VERTEX_BIT, 0, DxvkBufferSlice(m_fontBuffer));
m_context->bindResourceBufferView(VK_SHADER_STAGE_VERTEX_BIT, 1, Rc<DxvkBufferView>(m_dataView));
m_context->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 2, Rc<DxvkSampler>(m_fontSampler));
m_context->bindResourceView (VK_SHADER_STAGE_FRAGMENT_BIT, 2, Rc<DxvkImageView>(m_fontView), nullptr);
m_context->bindResourceImageView(VK_SHADER_STAGE_FRAGMENT_BIT, 2, Rc<DxvkImageView>(m_fontView));
static const DxvkInputAssemblyState iaState = {
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,