With GL we can have binding aliasing. Keep searching for a used binding

* If we have multiple bindings aliasing the same slot, we want to keep going if
  the first one we find is unused to see if the slot is aliased with one that
  *is* used. We'll still use the last unused one if we don't find any used at
  all (and with aliasing any one we pick is as valid as another).
This commit is contained in:
baldurk
2019-02-22 14:10:25 +00:00
parent a1d1ccea62
commit ec58308207
@@ -922,7 +922,11 @@ void GLPipelineStateViewer::setShaderState(const GLPipe::Shader &stage, RDLabel
{
shaderCBuf = &bind;
map = &mapping.constantBlocks[bind.bindPoint];
break;
// if this one is used, break immediately. Otherwise keep going to see if we find one that
// is used
if(map->used)
break;
}
idx++;