Shader: Fix external binding set attribute value

This commit is contained in:
SirLynix 2022-03-28 09:01:52 +02:00
parent e6c49a4ee4
commit 47f8081202
1 changed files with 1 additions and 1 deletions

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@ -1018,7 +1018,7 @@ namespace Nz::ShaderAst
std::optional<UInt32> defaultBlockSet = 0; std::optional<UInt32> defaultBlockSet = 0;
if (clone->bindingSet.HasValue()) if (clone->bindingSet.HasValue())
{ {
if (ComputeExprValue(clone->bindingSet) == ValidationResult::Unresolved) if (ComputeExprValue(clone->bindingSet) == ValidationResult::Validated)
defaultBlockSet = clone->bindingSet.GetResultingValue(); defaultBlockSet = clone->bindingSet.GetResultingValue();
else else
defaultBlockSet.reset(); //< Unresolved value defaultBlockSet.reset(); //< Unresolved value