103817009c
Writable textures cannot use argument buffers on iOS. They must be passed as arguments directly to the shader function. Since we won't know if a given storage image will have the `NonWritable` decoration at the time we encode the argument buffer, we must therefore pass all storage images as discrete arguments. Previously, we were throwing an error if we encountered an argument buffer with a writable texture in it on iOS.
11 lines
282 B
Plaintext
11 lines
282 B
Plaintext
#version 450
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layout(set = 0, binding = 1, r32f) writeonly uniform image2D uImage;
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layout(set = 0, binding = 2, r32f) readonly uniform image2D uImageRead;
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void main()
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{
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ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
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imageStore(uImage, coord, imageLoad(uImageRead, coord));
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}
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