BITSET_FOREACH_SET(b, _tmp, state.set[set].used,
set_layout->binding_count) {
unsigned array_size = set_layout->binding[b].array_size;
- unsigned set_offset = set_layout->binding[b].descriptor_index;
if (set_layout->binding[b].stage[shader->stage].surface_index >= 0) {
state.set[set].surface_offsets[b] = surface;
for (unsigned i = 0; i < array_size; i++) {
map->surface_to_descriptor[surface + i].set = set;
- map->surface_to_descriptor[surface + i].offset = set_offset + i;
+ map->surface_to_descriptor[surface + i].binding = b;
+ map->surface_to_descriptor[surface + i].index = i;
}
surface += array_size;
}
state.set[set].sampler_offsets[b] = sampler;
for (unsigned i = 0; i < array_size; i++) {
map->sampler_to_descriptor[sampler + i].set = set;
- map->sampler_to_descriptor[sampler + i].offset = set_offset + i;
+ map->sampler_to_descriptor[sampler + i].binding = b;
+ map->sampler_to_descriptor[sampler + i].index = i;
}
sampler += array_size;
}