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Describe the bug
When using a render target instead of a "regular" image as a writeonly image2D uniform in a compute shader on Krom (Windows), the texture is not bound correctly.
Using a different texture format (tested all RGBA variants), using Access.ReadWrite in setTexture() and making the uniform restricted don't change the outcome, there's still a black screen.
The text was updated successfully, but these errors were encountered:
Describe the bug
When using a render target instead of a "regular" image as a
writeonly image2D
uniform in a compute shader on Krom (Windows), the texture is not bound correctly.To Reproduce
e34a690
)Main.main()
, replace line 36Expected behavior
The visual result when using a rendertarget should be the same as when using a regular image.
Screenshots
Using a regular image:
Using a render target:
(it's a black screen)
Inspecting the render target version in RenderDoc (the capture is attached below):
Execution Environment:
59478ab
d99ac49
)Additional context
RenderDoc capture: ComputeShader_RenderTarget.zip
Using a different texture format (tested all RGBA variants), using
Access.ReadWrite
insetTexture()
and making the uniformrestrict
ed don't change the outcome, there's still a black screen.The text was updated successfully, but these errors were encountered: