@@ -100,18 +100,18 @@ inline VkShaderStageFlags getVkStage(backend::ShaderStage stage) {
100100using BitmaskGroup = VulkanDescriptorSetLayout::Bitmask;
101101BitmaskGroup fromBackendLayout (DescriptorSetLayout const & layout) {
102102 BitmaskGroup mask;
103- for (auto const & binding : layout.bindings ) {
104- switch (binding .type ) {
103+ for (auto const & descriptor : layout.descriptors ) {
104+ switch (descriptor .type ) {
105105 case DescriptorType::UNIFORM_BUFFER: {
106- if ((binding .flags & DescriptorFlags::DYNAMIC_OFFSET) != DescriptorFlags::NONE) {
107- fromStageFlags (binding .stageFlags , binding .binding , mask.dynamicUbo );
106+ if ((descriptor .flags & DescriptorFlags::DYNAMIC_OFFSET) != DescriptorFlags::NONE) {
107+ fromStageFlags (descriptor .stageFlags , descriptor .binding , mask.dynamicUbo );
108108 } else {
109- fromStageFlags (binding .stageFlags , binding .binding , mask.ubo );
109+ fromStageFlags (descriptor .stageFlags , descriptor .binding , mask.ubo );
110110 }
111111 break ;
112112 }
113113 case DescriptorType::SAMPLER_EXTERNAL:
114- fromStageFlags (binding .stageFlags , binding .binding , mask.externalSampler );
114+ fromStageFlags (descriptor .stageFlags , descriptor .binding , mask.externalSampler );
115115 UTILS_FALLTHROUGH;
116116
117117 case DescriptorType::SAMPLER_2D_FLOAT:
@@ -139,11 +139,11 @@ BitmaskGroup fromBackendLayout(DescriptorSetLayout const& layout) {
139139 case DescriptorType::SAMPLER_2D_MS_ARRAY_FLOAT:
140140 case DescriptorType::SAMPLER_2D_MS_ARRAY_INT:
141141 case DescriptorType::SAMPLER_2D_MS_ARRAY_UINT: {
142- fromStageFlags (binding .stageFlags , binding .binding , mask.sampler );
142+ fromStageFlags (descriptor .stageFlags , descriptor .binding , mask.sampler );
143143 break ;
144144 }
145145 case DescriptorType::INPUT_ATTACHMENT: {
146- fromStageFlags (binding .stageFlags , binding .binding , mask.inputAttachment );
146+ fromStageFlags (descriptor .stageFlags , descriptor .binding , mask.inputAttachment );
147147 break ;
148148 }
149149 case DescriptorType::SHADER_STORAGE_BUFFER:
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