vk_rasterizer: Initialize uniform buffers
* Pokemon Y crashes without this
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@ -61,7 +61,7 @@ constexpr static std::array RASTERIZER_SETS = {
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vk::DescriptorType::eStorageImage,
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vk::DescriptorType::eStorageImage,
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vk::DescriptorType::eStorageImage,
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vk::DescriptorType::eStorageImage,
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},
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},
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.binding_count = 7, // TODO: Combine cube faces to a single storage image
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.binding_count = 4, // TODO: Combine cube faces to a single storage image
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// some android devices only expose up to four storage
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// some android devices only expose up to four storage
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// slots per pipeline
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// slots per pipeline
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},
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},
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@ -113,6 +113,8 @@ RasterizerVulkan::RasterizerVulkan(Frontend::EmuWindow& emu_window, const Instan
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// Since we don't have access to VK_EXT_descriptor_indexing we need to intiallize
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// Since we don't have access to VK_EXT_descriptor_indexing we need to intiallize
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// all descriptor sets even the ones we don't use. Use default_texture for this
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// all descriptor sets even the ones we don't use. Use default_texture for this
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pipeline_cache.BindBuffer(0, stream_buffer.Handle(), 0, 1);
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pipeline_cache.BindBuffer(1, stream_buffer.Handle(), 0, 1);
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pipeline_cache.BindTexelBuffer(2, texture_lf_view);
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pipeline_cache.BindTexelBuffer(2, texture_lf_view);
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pipeline_cache.BindTexelBuffer(3, texture_rg_view);
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pipeline_cache.BindTexelBuffer(3, texture_rg_view);
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pipeline_cache.BindTexelBuffer(4, texture_rgba_view);
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pipeline_cache.BindTexelBuffer(4, texture_rgba_view);
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