Metal: update binding mapping for SPRV due to change for custom shader uniforms in other backends (Metal is still not supported)
Co-authored-by: TellowKrinkle <[email protected]>
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TellowKrinkle
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a099f4f41b
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713454b7d7
@@ -458,7 +458,7 @@ std::optional<std::string> Metal::Util::TranslateShaderToMSL(ShaderStage stage,
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static const spirv_cross::MSLResourceBinding resource_bindings[] = {
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static const spirv_cross::MSLResourceBinding resource_bindings[] = {
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MakeResourceBinding(spv::ExecutionModelVertex, 0, 0, 1, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelVertex, 0, 0, 1, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelVertex, 0, 1, 1, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelVertex, 0, 1, 1, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelVertex, 0, 2, 2, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelVertex, 0, 3, 2, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelVertex, 2, 1, 0, 0, 0), // vs/ssbo
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MakeResourceBinding(spv::ExecutionModelVertex, 2, 1, 0, 0, 0), // vs/ssbo
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MakeResourceBinding(spv::ExecutionModelFragment, 0, 0, 0, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelFragment, 0, 0, 0, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelFragment, 0, 1, 1, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelFragment, 0, 1, 1, 0, 0), // vs/ubo
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