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.
This commit is contained in:
Mike Popoloski 2015-04-10 22:48:07 -04:00
parent 9976f6cc4c
commit bfb793b3dd

View file

@ -56,7 +56,7 @@ vec2 unpackHalf2x16(uint _x)
#define IMAGE2D_RW( _name, _reg) RWTexture2D<float> _name : register(u[_reg])
#define UIMAGE2D_RW(_name, _reg) RWTexture2D<uint> _name : register(u[_reg])
#define BUFFER_RO(_name, _struct, _reg) Buffer<_struct> _name : register(b[_reg])
#define BUFFER_RO(_name, _struct, _reg) Buffer<_struct> _name : register(t[_reg])
#define BUFFER_RW(_name, _struct, _reg) RWBuffer<_struct> _name : register(u[_reg])
#define BUFFER_WR(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)