mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-06 10:00:40 +00:00
Array layer is not needed when querying lod
This commit is contained in:
@@ -2069,6 +2069,7 @@ private:
|
||||
func.add(rdcspv::OpVectorShuffle(v3f32, editor.MakeId(), input_uvwa, input_uvwa, {0, 1, 2}));
|
||||
rdcspv::Id input_uv =
|
||||
func.add(rdcspv::OpVectorShuffle(v2f32, editor.MakeId(), input_uvw, input_uvw, {0, 1}));
|
||||
rdcspv::Id input_u = func.add(rdcspv::OpCompositeExtract(f32, editor.MakeId(), input_uvw, {0}));
|
||||
|
||||
// first store NULL data in, so the output is always initialised
|
||||
|
||||
@@ -2100,12 +2101,12 @@ private:
|
||||
// only used for QueryLod, so we can ignore MSAA/Buffer
|
||||
rdcspv::Id input_coord[(uint32_t)ShaderDebugBind::Count] = {
|
||||
rdcspv::Id(),
|
||||
input_uv, // 1D - u and array
|
||||
input_uvw, // 2D - u,v and array
|
||||
input_uvw, // 3D - u,v,w
|
||||
rdcspv::Id(), // 2DMS
|
||||
cubeArray ? input_uvwa : input_uvw, // Cube - u,v,w and array (if supported)
|
||||
rdcspv::Id(), // Buffer
|
||||
input_u, // 1D - u
|
||||
input_uv, // 2D - u,v
|
||||
input_uvw, // 3D - u,v,w
|
||||
rdcspv::Id(), // 2DMS
|
||||
input_uvw, // Cube - u,v,w
|
||||
rdcspv::Id(), // Buffer
|
||||
};
|
||||
|
||||
rdcspv::Id coord[(uint32_t)ShaderDebugBind::Count] = {
|
||||
|
||||
Reference in New Issue
Block a user