Use bindpoint mapping when looking up read-write resources on GL

This commit is contained in:
baldurk
2019-01-28 19:54:11 +00:00
parent 0f7cacc4ee
commit e70dd127f3
@@ -1010,7 +1010,7 @@ void GLPipelineStateViewer::setShaderState(const GLPipe::Shader &stage, RDLabel
for(int i = 0; shaderDetails && i < shaderDetails->readWriteResources.count(); i++)
{
const ShaderResource &res = shaderDetails->readWriteResources[i];
int bindPoint = stage.bindpointMapping.readWriteResources[i].bind;
int bindPoint = stage.bindpointMapping.readWriteResources[res.bindPoint].bind;
GLReadWriteType readWriteType = GetGLReadWriteType(res);