Remove old shader bindpoint mapping handling entirely

This commit is contained in:
baldurk
2024-03-23 17:31:40 +00:00
parent acc533ec60
commit 205ed0e6fa
53 changed files with 879 additions and 6343 deletions
+4 -4
View File
@@ -187,9 +187,9 @@ ShaderMessageViewer::ShaderMessageViewer(ICaptureContext &ctx, ShaderStageMask s
// only display sample information if one of the targets is multisampled
m_Multisampled = false;
rdcarray<Descriptor> outs = pipe.GetOutputTargetDescriptors();
outs.push_back(pipe.GetDepthTargetDescriptor());
outs.push_back(pipe.GetDepthResolveTargetDescriptor());
rdcarray<Descriptor> outs = pipe.GetOutputTargets();
outs.push_back(pipe.GetDepthTarget());
outs.push_back(pipe.GetDepthResolveTarget());
for(const Descriptor &o : outs)
{
if(o.resource == ResourceId())
@@ -498,7 +498,7 @@ ShaderMessageViewer::ShaderMessageViewer(ICaptureContext &ctx, ShaderStageMask s
// select an actual output. Prefer the first colour output, but if there's no colour output
// pick depth.
rdcarray<Descriptor> cols = m_Ctx.CurPipelineState().GetOutputTargetDescriptors();
rdcarray<Descriptor> cols = m_Ctx.CurPipelineState().GetOutputTargets();
bool hascol = false;
for(size_t i = 0; i < cols.size(); i++)
hascol |= cols[i].resource != ResourceId();