Reputation: 1
Graphics: Vulkan (Godot 3.4 - C# edition)
Problem: I have multiple classes responsible for different compute shaders and uniform sets. I sometimes need to use one class' uniform set in another's compute shader, so for now, I just bind all uniform sets every time I run a compute shader. The program runs fine when doing this, but renderdoc is unable to debug the compute shader if I do this. When I click on "debug" for a compute shader with more binded uniform sets than required by the shader, Renderdoc crashes.
Question: Is binding more buffers / uniform sets than declared in the shader undefined behaviour? Or is this a bug within Renderdoc?
Note: I confirmed this was the problem causing the crash as, when I cull down the number of bindings to only those required by the shader, debugging works perfectly fine.
Upvotes: 0
Views: 81