void ShaderRenderCaseInstance::addUniform (deUint32 bindingLocation, vk::VkDescriptorType descriptorType, deUint32 dataSize, const void* data)
{
- m_descriptorSetLayoutBuilder.addSingleBinding(descriptorType, vk::VK_SHADER_STAGE_VERTEX_BIT | vk::VK_SHADER_STAGE_FRAGMENT_BIT);
+ m_descriptorSetLayoutBuilder.addSingleBinding(descriptorType, vk::VK_SHADER_STAGE_ALL);
m_descriptorPoolBuilder.addType(descriptorType);
setupUniformData(bindingLocation, dataSize, data);
uniform->sampler = VkSamplerSp(new vk::Unique<VkSampler>(sampler));
uniform->alloc = AllocationSp(allocation.release());
- m_descriptorSetLayoutBuilder.addSingleSamplerBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, vk::VK_SHADER_STAGE_FRAGMENT_BIT, &uniform->descriptor.sampler);
+ m_descriptorSetLayoutBuilder.addSingleSamplerBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, vk::VK_SHADER_STAGE_ALL, &uniform->descriptor.sampler);
m_descriptorPoolBuilder.addType(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
m_uniformInfos.push_back(UniformInfoSp(new de::UniquePtr<UniformInfo>(uniform)));