vk: Fix up binding layouts for some broken shaders

This commit is contained in:
kd-11 2025-06-24 03:59:29 +03:00
parent c89fb38b7e
commit 6efd5195cd
2 changed files with 7 additions and 2 deletions

View file

@ -14,8 +14,8 @@ R"(
#define SAMPLER_MODE_TEXTURE2D 3
#ifdef VULKAN
layout(set=0, binding=1) uniform sampler2D fs0;
layout(set=0, binding=2) uniform sampler2DArray fs1;
layout(set=0, binding=0) uniform sampler2D fs0;
layout(set=0, binding=1) uniform sampler2DArray fs1;
#else
layout(binding=31) uniform sampler2D fs0;
layout(binding=30) uniform sampler2DArray fs1;

View file

@ -310,6 +310,7 @@ namespace vk
// 2 input textures
m_num_usable_samplers = 2;
m_num_uniform_buffers = 0;
renderpass_config.set_attachment_count(1);
renderpass_config.set_color_mask(0, true, true, true, true);
@ -807,6 +808,9 @@ namespace vk
"{\n"
" out_color = vec4(0.);\n"
"}\n";
m_num_uniform_buffers = 0;
m_num_usable_samplers = 0;
}
void stencil_clear_pass::set_up_viewport(vk::command_buffer& cmd, u32 x, u32 y, u32 w, u32 h)
@ -865,6 +869,7 @@ namespace vk
renderpass_config.set_attachment_count(1);
m_num_usable_samplers = 2;
m_num_uniform_buffers = 0;
}
std::vector<vk::glsl::program_input> video_out_calibration_pass::get_fragment_inputs()