vk_rasterizer: Initialize uniform buffers

* Pokemon Y crashes without this
This commit is contained in:
GPUCode
2023-01-07 23:51:33 +02:00
parent 4ee36e05b6
commit 8a315d0c8f
2 changed files with 3 additions and 1 deletions

View File

@ -61,7 +61,7 @@ constexpr static std::array RASTERIZER_SETS = {
vk::DescriptorType::eStorageImage,
vk::DescriptorType::eStorageImage,
},
.binding_count = 7, // TODO: Combine cube faces to a single storage image
.binding_count = 4, // TODO: Combine cube faces to a single storage image
// some android devices only expose up to four storage
// slots per pipeline
},

View File

@ -113,6 +113,8 @@ RasterizerVulkan::RasterizerVulkan(Frontend::EmuWindow& emu_window, const Instan
// Since we don't have access to VK_EXT_descriptor_indexing we need to intiallize
// all descriptor sets even the ones we don't use. Use default_texture for this
pipeline_cache.BindBuffer(0, stream_buffer.Handle(), 0, 1);
pipeline_cache.BindBuffer(1, stream_buffer.Handle(), 0, 1);
pipeline_cache.BindTexelBuffer(2, texture_lf_view);
pipeline_cache.BindTexelBuffer(3, texture_rg_view);
pipeline_cache.BindTexelBuffer(4, texture_rgba_view);