why compute shader need to work with uniforms? #3374
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jintaoyugithub
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Hello, I'm experiencing an issue when running BGFX compute shaders on Windows 10 in Visual Studio. When a compute shader involving read/write buffers (
BUFFER_WO
orBUFFER_RO
) doesn’t use a uniform for buffer assignment, it triggers a debugbreak error. This appears to affect not only compute shaders but also fragment shaders using buffers, where each buffer assignment seems to require uniform input to prevent errors.Here’s an example demonstrating the error:
A similar issue occurs in a fragment shader:
And I'm also running into an issue while run the compute shader in Visual Studio on Windows, the error message outputed by the
devideCtx
:0x0000026223b16130 <No type information available in symbol file for d3d11_3SDKLayers.dll>
Really appreciate for any help and tips!!!!!!
Thanks a lot!!!
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