Keep format in GL shaders for R/W images

This commit is contained in:
baldurk
2019-09-23 13:45:29 +01:00
parent 94f469b361
commit 2d473c39e7
2 changed files with 8 additions and 2 deletions
+4 -1
View File
@@ -37,10 +37,11 @@ layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0) uniform PRECISION usampler2DArray srcArray;
// binding = 1 used as stencil read in the depth-stencil copy fragment shaders
layout(binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
#ifdef VULKAN
layout(binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
layout(push_constant) uniform multisamplePush
{
int numMultiSamples;
@@ -57,6 +58,8 @@ mscopy;
#else
layout(rgba32ui, binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
uniform ivec4 mscopy;
#define numMultiSamples (mscopy.x)
+4 -1
View File
@@ -35,10 +35,11 @@ layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0) uniform PRECISION usampler2DMSArray srcMS;
// binding = 1 used as stencil read in the depth-stencil copy fragment shaders
layout(binding = 2) writeonly uniform PRECISION uimage2DArray dstArray;
#ifdef VULKAN
layout(binding = 2) writeonly uniform PRECISION uimage2DArray dstArray;
layout(push_constant) uniform multisamplePush
{
int numMultiSamples;
@@ -55,6 +56,8 @@ mscopy;
#else
layout(rgba32ui, binding = 2) writeonly uniform PRECISION uimage2DArray dstArray;
uniform ivec4 mscopy;
#define numMultiSamples (mscopy.x)