Hi @PojiloyGolem4ik
Hi @Klejs23
Hi @StapledBattery
Do you Know what Bindless is?
FVulkanCommonPipelineDescriptorState(FVulkanDevice* InDevice)
: VulkanRHI::FDeviceChild(InDevice)
, bUseBindless(InDevice->SupportsBindless())
{
}
Because you need bUseBindless to be true (I think)
inline void SetTexture(uint8 DescriptorSet, uint32 BindingIndex, const FVulkanTexture* Texture, VkImageLayout Layout)
{
check(!bUseBindless);
check(Texture && Texture->PartialView);
// If the texture doesnt support sampling, then we read it through a UAV
if (Texture->SupportsSampling())
{
MarkDirty(DSWriter[DescriptorSet].WriteImage(BindingIndex, Texture->PartialView->GetTextureView(), Layout));
}
else
{
MarkDirty(DSWriter[DescriptorSet].WriteStorageImage(BindingIndex, Texture->PartialView->GetTextureView(), Layout));
}
}
Read this… maybe help somethig
this look good… you can try
VulkanPC/DataDrivenPlatformInfo.ini
[ShaderPlatform VULKAN_SM6]
bSupportsRayTracingShaders = true
bSupportsPathTracing = true
bSupportsRayTracingCallableShaders = true
bSupportsRayTracingProceduralPrimitive = true
BindlessSupport=RayTracingOnly ---> `BindlessSupport=AllShaderTypes`
Language=Vulkan
MaxFeatureLevel=SM6
ShaderFormat=SF_VULKAN_SM6
Best Regards!!