Hey i tried to bind my ssbo buffer with my shader.
And as i know from the community of Veldrid the version of SPIRV-Cross ppy.Veldrid uses has an issue with how it binds SSBOs.
Code:
struct Light {
int type; // Type: (Direction = 0, Point = 1, Spot = 2).
float range; // Range.
float spotAngle; // SpotAngle.
float _padding0; // Padding.
vec4 position; // xyz: (Position), w: (Padding).
vec4 direction; // xyz: (Direction), w: (Padding).
vec4 color; // rgb: (Color), w: (Intensity).
};
layout(std430, set = 3, binding = 0) buffer LightBuffer {
int lightCapacity; // The max number lights.
int numOfLights; // Number of lights.
vec4 ambientColor; // rgb: (Color), w: (Intensity).
Light[] lights;
};
Error:
Unhandled exception. Veldrid.VeldridException: Failed to compile HLSL code: F:\projects\Bliss\src\Bliss.Test\bin\Debug\net9.0\Shader@0x000001C234CEBAD0(19,21-23): error X4509: UAV registers live in the same name space as outputs, so they must be bound to at least u1, manual bind to slot u0 failed
Hey i tried to bind my ssbo buffer with my shader.
And as i know from the community of Veldrid the version of SPIRV-Cross ppy.Veldrid uses has an issue with how it binds SSBOs.
Code:
Error: