vulkan: particle shader doesn't crash now

This commit is contained in:
turanszkij
2018-05-17 14:22:33 +01:00
parent 96c87786d2
commit 073d4048eb
@@ -26,9 +26,6 @@ groupshared LDS_ForceField forceFields[NUM_LDS_FORCEFIELDS];
[numthreads(THREADCOUNT_SIMULATION, 1, 1)]
void main(uint3 DTid : SV_DispatchThreadID, uint Gid : SV_GroupIndex)
{
#ifndef SHADERCOMPILER_SPIRV
// TODO: this shader crashes the Vulkan compute pipeline creation...
uint aliveCount = counterBuffer[0].aliveCount;
// Load the forcefields into LDS:
@@ -149,5 +146,4 @@ void main(uint3 DTid : SV_DispatchThreadID, uint Gid : SV_GroupIndex)
}
}
#endif // SHADERCOMPILER_SPIRV
}