Array layer is not needed when querying lod

This commit is contained in:
baldurk
2020-04-30 19:01:01 +01:00
parent b7aeada8c7
commit 7512834ed0
+7 -6
View File
@@ -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] = {