MetalDevice: Explicitly bind fragment resources
Fixes adaptive downsampling with Metal renderer.
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@ -336,8 +336,8 @@ void ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 inde
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{
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if (m_glsl)
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{
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if (IsVulkan())
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ss << "layout(set = " << (m_has_uniform_buffer ? 1 : 0) << ", binding = " << index << ") ";
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if (m_spirv)
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ss << "layout(set = " << ((m_has_uniform_buffer || IsMetal()) ? 1 : 0) << ", binding = " << index << ") ";
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else if (m_use_glsl_binding_layout)
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ss << "layout(binding = " << index << ") ";
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@ -354,8 +354,8 @@ void ShaderGen::DeclareTextureBuffer(std::stringstream& ss, const char* name, u3
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{
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if (m_glsl)
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{
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if (IsVulkan())
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ss << "layout(set = 0, binding = " << index << ") ";
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if (m_spirv)
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ss << "layout(set = " << ((m_has_uniform_buffer || IsMetal()) ? 1 : 0) << ", binding = " << index << ") ";
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else if (m_use_glsl_binding_layout)
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ss << "layout(binding = " << index << ") ";
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