fix(rhi): make opengl descriptor binding set-aware
This commit is contained in:
@@ -122,10 +122,10 @@ MatrixBufferData CreateMatrixBufferData() {
|
||||
}
|
||||
|
||||
const char kSphereHlsl[] = R"(
|
||||
Texture2D gDiffuseTexture : register(t0);
|
||||
SamplerState gSampler : register(s0);
|
||||
Texture2D gDiffuseTexture : register(t1);
|
||||
SamplerState gSampler : register(s1);
|
||||
|
||||
cbuffer MatrixBuffer : register(b0) {
|
||||
cbuffer MatrixBuffer : register(b1) {
|
||||
float4x4 gProjectionMatrix;
|
||||
float4x4 gViewMatrix;
|
||||
float4x4 gModelMatrix;
|
||||
@@ -159,7 +159,7 @@ const char kSphereVertexShader[] = R"(#version 430
|
||||
layout(location = 0) in vec4 aPosition;
|
||||
layout(location = 1) in vec2 aTexCoord;
|
||||
|
||||
layout(std140, binding = 0) uniform MatrixBuffer {
|
||||
layout(std140, binding = 1) uniform MatrixBuffer {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
@@ -176,7 +176,7 @@ void main() {
|
||||
)";
|
||||
|
||||
const char kSphereFragmentShader[] = R"(#version 430
|
||||
layout(binding = 0) uniform sampler2D uTexture;
|
||||
layout(binding = 1) uniform sampler2D uTexture;
|
||||
|
||||
in vec2 vTexCoord;
|
||||
|
||||
@@ -454,8 +454,24 @@ void SphereTest::InitializeSphereResources() {
|
||||
ASSERT_NE(mSamplerSet, nullptr);
|
||||
mSamplerSet->UpdateSampler(0, mSampler);
|
||||
|
||||
DescriptorSetLayoutBinding reservedSetBindings[3] = {};
|
||||
reservedSetBindings[0].binding = 0;
|
||||
reservedSetBindings[0].type = static_cast<uint32_t>(DescriptorType::CBV);
|
||||
reservedSetBindings[0].count = 1;
|
||||
reservedSetBindings[1].binding = 0;
|
||||
reservedSetBindings[1].type = static_cast<uint32_t>(DescriptorType::SRV);
|
||||
reservedSetBindings[1].count = 1;
|
||||
reservedSetBindings[2].binding = 0;
|
||||
reservedSetBindings[2].type = static_cast<uint32_t>(DescriptorType::Sampler);
|
||||
reservedSetBindings[2].count = 1;
|
||||
|
||||
DescriptorSetLayoutDesc reservedLayoutDesc = {};
|
||||
reservedLayoutDesc.bindings = reservedSetBindings;
|
||||
reservedLayoutDesc.bindingCount = 3;
|
||||
|
||||
DescriptorSetLayoutDesc setLayouts[kSphereDescriptorSetCount] = {};
|
||||
// Reserve set0 so the integration test exercises non-zero firstSet binding.
|
||||
// Reserve slot0 so the bound sets land on binding point 1 for every descriptor class.
|
||||
setLayouts[0] = reservedLayoutDesc;
|
||||
setLayouts[1] = constantLayoutDesc;
|
||||
setLayouts[2] = textureLayoutDesc;
|
||||
setLayouts[3] = samplerLayoutDesc;
|
||||
|
||||
Reference in New Issue
Block a user