uint32_t range_count[MAX_SHADER_VISIBILITIES][NUM_POOL_TYPES] = {};
for (uint32_t i = 0; i < pCreateInfo->bindingCount; i++) {
+ binding_count = MAX2(binding_count, bindings[i].binding + 1);
+
+ if (!bindings[i].descriptorCount)
+ continue;
+
D3D12_SHADER_VISIBILITY visibility =
translate_desc_visibility(bindings[i].stageFlags);
VkDescriptorType desc_type = bindings[i].descriptorType;
dynamic_ranges_offset += bindings[i].descriptorCount * factor;
}
}
-
- binding_count = MAX2(binding_count, bindings[i].binding + 1);
}
/* We need to allocate decriptor set layouts off the device allocator
assert(dynamic_buffer_idx <= MAX_DYNAMIC_BUFFERS);
}
+ if (!ordered_bindings[i].descriptorCount)
+ continue;
+
unsigned num_descs =
num_descs_for_type(desc_type, has_static_sampler);
if (!num_descs) continue;