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Fixing bug in compute shader macros
Buffer<> type in HLSL requires 't' registers, not 'b'. This probably worked by accident in old shader compiler but the latest version throws an error on it.
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@ -56,7 +56,7 @@ vec2 unpackHalf2x16(uint _x)
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#define IMAGE2D_RW( _name, _reg) RWTexture2D<float> _name : register(u[_reg])
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#define UIMAGE2D_RW(_name, _reg) RWTexture2D<uint> _name : register(u[_reg])
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#define BUFFER_RO(_name, _struct, _reg) Buffer<_struct> _name : register(b[_reg])
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#define BUFFER_RO(_name, _struct, _reg) Buffer<_struct> _name : register(t[_reg])
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#define BUFFER_RW(_name, _struct, _reg) RWBuffer<_struct> _name : register(u[_reg])
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#define BUFFER_WR(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
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