From e70dd127f3f5c65f6be9876278e1eec40b37a560 Mon Sep 17 00:00:00 2001 From: baldurk Date: Mon, 28 Jan 2019 19:54:11 +0000 Subject: [PATCH] Use bindpoint mapping when looking up read-write resources on GL --- qrenderdoc/Windows/PipelineState/GLPipelineStateViewer.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/qrenderdoc/Windows/PipelineState/GLPipelineStateViewer.cpp b/qrenderdoc/Windows/PipelineState/GLPipelineStateViewer.cpp index 4e620aa24..52ee516d4 100644 --- a/qrenderdoc/Windows/PipelineState/GLPipelineStateViewer.cpp +++ b/qrenderdoc/Windows/PipelineState/GLPipelineStateViewer.cpp @@ -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);