vulkan: particle shader doesn't crash now
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@@ -26,9 +26,6 @@ groupshared LDS_ForceField forceFields[NUM_LDS_FORCEFIELDS];
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[numthreads(THREADCOUNT_SIMULATION, 1, 1)]
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void main(uint3 DTid : SV_DispatchThreadID, uint Gid : SV_GroupIndex)
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{
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#ifndef SHADERCOMPILER_SPIRV
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// TODO: this shader crashes the Vulkan compute pipeline creation...
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uint aliveCount = counterBuffer[0].aliveCount;
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// Load the forcefields into LDS:
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@@ -149,5 +146,4 @@ void main(uint3 DTid : SV_DispatchThreadID, uint Gid : SV_GroupIndex)
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}
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}
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#endif // SHADERCOMPILER_SPIRV
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}
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