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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DiligentEngine): Use SHADER_TYPE_VS_PS as stages for uniform block.
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@@ -52,7 +52,7 @@ namespace MG_Diligent {
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break;
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break;
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}
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}
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}
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}
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PSOCreateInfo.GraphicsPipeline.InputLayout.LayoutElements = programInfo.inputLayout.data();
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PSOCreateInfo.GraphicsPipeline.InputLayout.LayoutElements = programInfo.inputLayout.data();
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PSOCreateInfo.GraphicsPipeline.InputLayout.NumElements = programInfo.inputLayout.size();
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PSOCreateInfo.GraphicsPipeline.InputLayout.NumElements = programInfo.inputLayout.size();
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@@ -336,8 +336,8 @@ namespace MG_Diligent {
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if (already_added) continue;
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if (already_added) continue;
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Diligent::ShaderResourceVariableDesc varDesc;
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Diligent::ShaderResourceVariableDesc varDesc;
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varDesc.Name = strdup(resourceList[i].name);
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varDesc.Name = strdup(resourceList[i].name);
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varDesc.ShaderStages = Diligent::SHADER_TYPE_ALL; // TODO
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varDesc.ShaderStages = Diligent::SHADER_TYPE_VS_PS; // TODO
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varDesc.Type = Diligent::SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE;
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varDesc.Type = Diligent::SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE;
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MG_Util::Debug::LogD("Uniform buffer: %s, Stage: %u, Type: %u", varDesc.Name, varDesc.ShaderStages, varDesc.Type);
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MG_Util::Debug::LogD("Uniform buffer: %s, Stage: %u, Type: %u", varDesc.Name, varDesc.ShaderStages, varDesc.Type);
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Variables.push_back(varDesc);
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Variables.push_back(varDesc);
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