Fix D3D12 compute bindgroups

This commit is contained in:
Corentin Wallez 2018-07-13 16:58:19 +02:00 committed by Corentin Wallez
parent 27388434d6
commit d2312e8138
1 changed files with 2 additions and 0 deletions

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@ -285,6 +285,7 @@ namespace backend { namespace d3d12 {
mCommands.NextCommand<BeginComputePassCmd>(); mCommands.NextCommand<BeginComputePassCmd>();
TransitionForPass(commandList, mPassResourceUsages[nextPassNumber]); TransitionForPass(commandList, mPassResourceUsages[nextPassNumber]);
bindingTracker.SetInComputePass(true);
RecordComputePass(commandList, &bindingTracker); RecordComputePass(commandList, &bindingTracker);
nextPassNumber++; nextPassNumber++;
@ -295,6 +296,7 @@ namespace backend { namespace d3d12 {
mCommands.NextCommand<BeginRenderPassCmd>(); mCommands.NextCommand<BeginRenderPassCmd>();
TransitionForPass(commandList, mPassResourceUsages[nextPassNumber]); TransitionForPass(commandList, mPassResourceUsages[nextPassNumber]);
bindingTracker.SetInComputePass(false);
RecordRenderPass(commandList, &bindingTracker, RecordRenderPass(commandList, &bindingTracker,
ToBackend(beginRenderPassCmd->info.Get())); ToBackend(beginRenderPassCmd->info.Get()));