ShaderRenderCase: allow uniforms in all shader stages
authorPeter Gal <pgal.u-szeged@partner.samsung.com>
Thu, 29 Oct 2015 19:11:04 +0000 (20:11 +0100)
committerPeter Gal <pgal.u-szeged@partner.samsung.com>
Thu, 12 Nov 2015 18:54:16 +0000 (19:54 +0100)
external/vulkancts/modules/vulkan/shaderrendercase/vktShaderRenderCase.cpp

index 3b68c23..d87b6d6 100644 (file)
@@ -578,7 +578,7 @@ void ShaderRenderCaseInstance::setupUniformData (deUint32 bindingLocation, deUin
 
 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);
@@ -1060,7 +1060,7 @@ void ShaderRenderCaseInstance::useSampler2D (deUint32 bindingLocation, deUint32
        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)));