Fix texel buffer detection in shaders.

This commit is contained in:
Sasha Szpakowski
2024-03-10 21:24:10 -03:00
parent ff903ffef3
commit c91101d2e4
+2 -2
View File
@@ -1073,7 +1073,7 @@ bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err,
const auto &sampler = type->getSampler();
if (type->isTexture() && type->getSampler().isCombined())
if (type->isTexture() && type->getSampler().isCombined() && !sampler.isBuffer())
{
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = getBaseType(sampler.getBasicType());
@@ -1122,7 +1122,7 @@ bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err,
reflection.storageTextures[u.name] = u;
}
else if (type->getBasicType() == glslang::EbtSampler && type->getSampler().isBuffer())
else if (type->getBasicType() == glslang::EbtSampler && sampler.isBuffer())
{
u.baseType = UNIFORM_TEXELBUFFER;
u.dataBaseType = getBaseType(sampler.getBasicType());