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The problem is that m_result is set to SPV_REFLECT_RESULT_NOT_READY on entry to the constructor so then it never actually performs the memcpy so then reflection fails.
Another minor point: my first attempt at using ShaderReflection I was getting back descriptor bindings with corrupt names. I tracked it down to the fact that my spir-v code was out of scope and I had not passed true to the copy parameter in the constructor. I think the behavior that it tries to conserve memory by pointing to the spir-v is probably a good one, but it did take me a bit to track down.
The text was updated successfully, but these errors were encountered:
I hit a bug when using the C++ ShaderReflection() constructor where setting the bool copy to true:
https://github.com/chaoticbob/SPIRV-Reflect/blob/d6c8ac8d25fdaa5fff532cad9bd977f33a1e372e/spirv_reflect.h#L381
The problem is that m_result is set to SPV_REFLECT_RESULT_NOT_READY on entry to the constructor so then it never actually performs the memcpy so then reflection fails.
Another minor point: my first attempt at using ShaderReflection I was getting back descriptor bindings with corrupt names. I tracked it down to the fact that my spir-v code was out of scope and I had not passed true to the copy parameter in the constructor. I think the behavior that it tries to conserve memory by pointing to the spir-v is probably a good one, but it did take me a bit to track down.
The text was updated successfully, but these errors were encountered: