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[dxvk] Pass shader stage when binding HUD resources

This commit is contained in:
Philip Rebohle 2022-06-02 19:42:46 +02:00
parent 10eabb34da
commit fe03327ecd
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@ -191,11 +191,11 @@ namespace dxvk {
else else
ctx->clearRenderTarget(dstView, VK_IMAGE_ASPECT_COLOR_BIT, VkClearValue()); ctx->clearRenderTarget(dstView, VK_IMAGE_ASPECT_COLOR_BIT, VkClearValue());
ctx->bindResourceSampler(BindingIds::Image, m_samplerPresent); ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, BindingIds::Image, m_samplerPresent);
ctx->bindResourceSampler(BindingIds::Gamma, m_samplerGamma); ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, BindingIds::Gamma, m_samplerGamma);
ctx->bindResourceView(BindingIds::Image, srcView, nullptr); ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, BindingIds::Image, srcView, nullptr);
ctx->bindResourceView(BindingIds::Gamma, m_gammaView, nullptr); ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, BindingIds::Gamma, m_gammaView, nullptr);
ctx->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vs); ctx->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vs);
ctx->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, fs); ctx->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, fs);