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Ensure all binding fields are fully initialized;

This commit is contained in:
bjorn 2024-02-24 15:45:10 -08:00
parent ae19b7aad3
commit 2fe5ba8f3b

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@ -6088,6 +6088,8 @@ static gpu_bundle_info* lovrPassResolveBindings(Pass* pass, Shader* shader, gpu_
for (uint32_t i = 0; i < bundle->count; i++) { for (uint32_t i = 0; i < bundle->count; i++) {
bundle->bindings[i] = pass->bindings[shader->resources[i].binding]; bundle->bindings[i] = pass->bindings[shader->resources[i].binding];
bundle->bindings[i].type = shader->resources[i].type; bundle->bindings[i].type = shader->resources[i].type;
bundle->bindings[i].number = shader->resources[i].binding;
bundle->bindings[i].count = 0;
} }
pass->flags &= ~DIRTY_BINDINGS; pass->flags &= ~DIRTY_BINDINGS;