Fix that same resource is bound on SRV and UAV simultaneously
This change makes sure that resource being set to UnorderedAccessView slot is
not bound on ShaderResourceView and resource being set to shader resource slot
is not bound on UnorderedAccessView.
Bug: angleproject:2768
Change-Id: I52fc5bf5e76ccf8be61c59b2195459728f95e536
Reviewed-on: https://chromium-review.googlesource.com/1201324
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 5c96d7b..13f2910 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -728,7 +728,10 @@
{
case gl::ShaderType::Compute:
return readonly ? mUsedComputeReadonlyImageRange : mUsedComputeImageRange;
- // TODO(xinghua.cao@intel.com): add image range of vertex shader and pixel shader.
+ // TODO(xinghua.cao@intel.com): add real image range of vertex shader and pixel shader.
+ case gl::ShaderType::Vertex:
+ case gl::ShaderType::Fragment:
+ return {0, 0};
default:
UNREACHABLE();
return {0, 0};