Fix GL binding applying re-sort permutation to binding points

This commit is contained in:
baldurk
2018-04-20 14:18:48 +01:00
parent 342d86242b
commit cbf7239607
+3 -3
View File
@@ -2309,7 +2309,7 @@ void ResortBindings(ShaderReflection *refl, ShaderBindpointMapping *mapping)
});
for(size_t i = 0; i < permutation.size(); i++)
refl->readOnlyResources[i].bindPoint = (int)permutation[i].first;
refl->readOnlyResources[permutation[i].first].bindPoint = (int)i;
permutation.resize(mapping->readWriteResources.size());
for(size_t i = 0; i < mapping->readWriteResources.size(); i++)
@@ -2322,7 +2322,7 @@ void ResortBindings(ShaderReflection *refl, ShaderBindpointMapping *mapping)
});
for(size_t i = 0; i < permutation.size(); i++)
refl->readWriteResources[i].bindPoint = (int)permutation[i].first;
refl->readWriteResources[permutation[i].first].bindPoint = (int)i;
permutation.resize(mapping->constantBlocks.size());
for(size_t i = 0; i < mapping->constantBlocks.size(); i++)
@@ -2335,5 +2335,5 @@ void ResortBindings(ShaderReflection *refl, ShaderBindpointMapping *mapping)
});
for(size_t i = 0; i < permutation.size(); i++)
refl->constantBlocks[i].bindPoint = (int)permutation[i].first;
refl->constantBlocks[permutation[i].first].bindPoint = (int)i;
}