fixed a bug that save binding info at incorrect sds.

This commit is contained in:
hyzboy 2021-09-14 21:38:46 +08:00
parent d2e36162d1
commit b9da783f2c

View File

@ -37,7 +37,7 @@ MaterialDescriptorSets::MaterialDescriptorSets(ShaderDescriptor *sd,const uint c
sd_by_name.Add(sp->name,sp);
binding_map[size_t(sp->desc_type)].Add(sp->name,sp->binding);
++sds[sp->set].bindingCount;
++sds[size_t(sp->set_type)].bindingCount;
++sp;
}
@ -70,10 +70,10 @@ MaterialDescriptorSets::MaterialDescriptorSets(ShaderDescriptor *sd,const uint c
{
binding_list[i][j]=(*sdp)->binding;
WriteDescriptorSetLayoutBinding(sds_ptr[(*sdp)->set],
WriteDescriptorSetLayoutBinding(sds_ptr[size_t((*sdp)->set_type)],
*sdp);
++sds_ptr[(*sdp)->set];
++sds_ptr[size_t((*sdp)->set_type)];
++sdp;
}