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https://github.com/baldurk/renderdoc.git
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Handle invalid vulkan vertex input setup, and display better in pipeview
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@@ -711,7 +711,10 @@ namespace renderdocui.Code
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{
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int attrib = -1;
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if (m_Vulkan.VS.BindpointMapping != null && m_Vulkan.VS.ShaderDetails != null)
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attrib = m_Vulkan.VS.BindpointMapping.InputAttributes[attrs[i].location];
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{
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if(attrs[i].location < m_Vulkan.VS.BindpointMapping.InputAttributes.Length)
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attrib = m_Vulkan.VS.BindpointMapping.InputAttributes[attrs[i].location];
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}
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else
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attrib = i;
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@@ -727,14 +730,19 @@ namespace renderdocui.Code
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ret[a].GenericValue = null;
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ret[a].VertexBuffer = (int)attrs[i].binding;
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ret[a].RelativeByteOffset = attrs[i].byteoffset;
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ret[a].PerInstance = m_Vulkan.VI.binds[attrs[i].binding].perInstance;
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ret[a].PerInstance = false;
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if(attrs[i].binding < m_Vulkan.VI.binds.Length)
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ret[a].PerInstance = m_Vulkan.VI.binds[attrs[i].binding].perInstance;
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ret[a].InstanceRate = 1;
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ret[a].Format = attrs[i].format;
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ret[a].Used = true;
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if (m_Vulkan.VS.BindpointMapping != null && m_Vulkan.VS.ShaderDetails != null)
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{
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int attrib = m_Vulkan.VS.BindpointMapping.InputAttributes[attrs[i].location];
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int attrib = -1;
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if (attrs[i].location < m_Vulkan.VS.BindpointMapping.InputAttributes.Length)
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attrib = m_Vulkan.VS.BindpointMapping.InputAttributes[attrs[i].location];
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if (attrib >= 0 && attrib < m_Vulkan.VS.ShaderDetails.InputSig.Length)
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ret[a].Name = m_Vulkan.VS.ShaderDetails.InputSig[attrib].varName;
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