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[d3d9] Pass shader stage when binding format conversion resources

This commit is contained in:
Philip Rebohle 2022-06-02 19:46:55 +02:00
parent d05864cbcb
commit 0fb1227792
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@ -96,8 +96,8 @@ namespace dxvk {
if (specConstantValue)
m_context->setSpecConstant(VK_PIPELINE_BIND_POINT_COMPUTE, 0, specConstantValue);
m_context->bindResourceView(BindingIds::Image, tmpImageView, nullptr);
m_context->bindResourceView(BindingIds::Buffer, nullptr, tmpBufferView);
m_context->bindResourceView(VK_SHADER_STAGE_COMPUTE_BIT, BindingIds::Image, tmpImageView, nullptr);
m_context->bindResourceView(VK_SHADER_STAGE_COMPUTE_BIT, BindingIds::Buffer, nullptr, tmpBufferView);
m_context->bindShader(VK_SHADER_STAGE_COMPUTE_BIT, m_shaders[videoFormat.FormatType]);
m_context->pushConstants(0, sizeof(VkExtent2D), &imageExtent);
m_context->dispatch(