VideoBackends: allow custom pixel uniforms to be passed to the vertex shader as well

This commit is contained in:
iwubcode
2025-08-16 15:07:24 -05:00
parent 52806b3dc8
commit 0e73a01279
14 changed files with 62 additions and 38 deletions

View File

@ -261,7 +261,7 @@ void VertexManager::UpdatePixelShaderConstants()
if (pixel_shader_manager.custom_constants_dirty)
{
StateTracker::GetInstance()->SetGXUniformBuffer(
UBO_DESCRIPTOR_SET_BINDING_PS_CUST, m_uniform_stream_buffer->GetBuffer(),
UBO_DESCRIPTOR_SET_BINDING_CUST, m_uniform_stream_buffer->GetBuffer(),
m_uniform_stream_buffer->GetCurrentOffset(),
static_cast<u32>(pixel_shader_manager.custom_constants.size()));
std::memcpy(m_uniform_stream_buffer->GetCurrentHostPointer(),
@ -337,7 +337,7 @@ void VertexManager::UploadAllConstants()
if (!pixel_shader_manager.custom_constants.empty())
{
StateTracker::GetInstance()->SetGXUniformBuffer(
UBO_DESCRIPTOR_SET_BINDING_PS_CUST, m_uniform_stream_buffer->GetBuffer(),
UBO_DESCRIPTOR_SET_BINDING_CUST, m_uniform_stream_buffer->GetBuffer(),
m_uniform_stream_buffer->GetCurrentOffset() + custom_pixel_constants_offset,
custom_constants_size);
}