Include atomic and SSBO buffers in GL read-write resources list

This commit is contained in:
baldurk
2022-10-03 11:17:03 +01:00
parent af854f1823
commit 17e2271030
+22 -1
View File
@@ -1530,7 +1530,8 @@ rdcarray<BoundResourceArray> PipeState::GetReadWriteResources(ShaderStage stage,
}
else if(IsCaptureGL())
{
ret.reserve(m_GL->images.size());
ret.reserve(m_GL->images.size() + m_GL->atomicBuffers.size() +
m_GL->shaderStorageBuffers.size());
for(int i = 0; i < m_GL->images.count(); i++)
{
@@ -1544,6 +1545,26 @@ rdcarray<BoundResourceArray> PipeState::GetReadWriteResources(ShaderStage stage,
ret.push_back(BoundResourceArray(key, {val}));
}
for(int i = 0; i < m_GL->atomicBuffers.count(); i++)
{
Bindpoint key(0, i);
BoundResource val;
val.resourceId = m_GL->atomicBuffers[i].resourceId;
ret.push_back(BoundResourceArray(key, {val}));
}
for(int i = 0; i < m_GL->shaderStorageBuffers.count(); i++)
{
Bindpoint key(0, i);
BoundResource val;
val.resourceId = m_GL->atomicBuffers[i].resourceId;
ret.push_back(BoundResourceArray(key, {val}));
}
}
else if(IsCaptureVK())
{