Use ShaderDebugData enum when creating Vk Shader Debug Readback Buffer

ShaderDebugData::MAX_QUEUED_OPS instead of hard coded 128
This commit is contained in:
Jake Turner
2025-10-06 16:20:55 +01:00
parent 2485eefc80
commit 30b45f0cff
+1 -1
View File
@@ -5730,7 +5730,7 @@ void ShaderDebugData::Init(WrappedVulkan *driver, VkDescriptorPool descriptorPoo
GPUBuffer::eGPUBufferGPULocal | GPUBuffer::eGPUBufferSSBO);
// don't need to ring this, as we hard-sync for readback anyway
uint32_t maxQueuedResults = 128;
uint32_t maxQueuedResults = ShaderDebugData::MAX_QUEUED_OPS;
ReadbackBuffer.Create(driver, driver->GetDev(), resultMaxElementSize * maxQueuedResults, 1,
GPUBuffer::eGPUBufferReadback);
ConstantsBuffer.Create(driver, driver->GetDev(), 1024, maxQueuedResults, 0);