diff --git a/renderdoc/data/glsl/array2ms.comp b/renderdoc/data/glsl/array2ms.comp index 3e1d8633b..0a126f267 100644 --- a/renderdoc/data/glsl/array2ms.comp +++ b/renderdoc/data/glsl/array2ms.comp @@ -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) diff --git a/renderdoc/data/glsl/ms2array.comp b/renderdoc/data/glsl/ms2array.comp index 30443fc68..9461df16f 100644 --- a/renderdoc/data/glsl/ms2array.comp +++ b/renderdoc/data/glsl/ms2array.comp @@ -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)