Use shader stage to properly disambiguate entry points on vulkan

* It's possible to have two entry points in a SPIR-V module both named "main" as
  long as they have different stages.
This commit is contained in:
baldurk
2021-10-04 17:03:27 +01:00
parent ff40a98ac7
commit c24dd2e7aa
24 changed files with 88 additions and 74 deletions
+3 -2
View File
@@ -271,8 +271,9 @@ public:
return desc;
}
rdcarray<CounterResult> FetchCounters(const rdcarray<GPUCounter> &counters) { return {}; }
void FillCBufferVariables(ResourceId pipeline, ResourceId shader, rdcstr entryPoint,
uint32_t cbufSlot, rdcarray<ShaderVariable> &outvars, const bytebuf &data)
void FillCBufferVariables(ResourceId pipeline, ResourceId shader, ShaderStage stage,
rdcstr entryPoint, uint32_t cbufSlot, rdcarray<ShaderVariable> &outvars,
const bytebuf &data)
{
}
void GetBufferData(ResourceId buff, uint64_t offset, uint64_t len, bytebuf &retData) {}