[vulkan, sgsr] Adjusting vkCmdPushConstant to receive vertex and fragment stages

This commit is contained in:
CamilleLaVey 2026-02-09 00:25:29 -04:00 committed by lizzie
parent 985b9806fb
commit 2617ee50e5

View file

@ -131,7 +131,9 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
BeginRenderPass(cmdbuf, renderpass, stage0_framebuffer, extent); BeginRenderPass(cmdbuf, renderpass, stage0_framebuffer, extent);
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, stage0_pipeline); cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, stage0_pipeline);
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, stage0_descriptor_set, {}); cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, stage0_descriptor_set, {});
cmdbuf.PushConstants(pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, viewport_con); cmdbuf.PushConstants(pipeline_layout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
viewport_con);
cmdbuf.Draw(3, 1, 0, 0); cmdbuf.Draw(3, 1, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
TransitionImageLayout(cmdbuf, stage0_image, VK_IMAGE_LAYOUT_GENERAL); TransitionImageLayout(cmdbuf, stage0_image, VK_IMAGE_LAYOUT_GENERAL);