Describe the bug
When using a render target instead of a "regular" image as a writeonly image2D uniform in a compute shader on Krom (Windows), the texture is not bound correctly.
Using a different texture format (tested all RGBA variants), using Access.ReadWrite in setTexture() and making the uniform restricted don't change the outcome, there's still a black screen.
Describe the bug When using a render target instead of a "regular" image as a
writeonly image2D
uniform in a compute shader on Krom (Windows), the texture is not bound correctly.To Reproduce
e34a690
)Main.main()
, replace line 36with
Expected behavior The visual result when using a rendertarget should be the same as when using a regular image.
Screenshots Using a regular image:![grafik](https://user-images.githubusercontent.com/17685000/159137002-e16139d3-63d1-48dc-9894-e7af0170e147.png)
Using a render target: (it's a black screen)
Inspecting the render target version in RenderDoc (the capture is attached below):![](https://user-images.githubusercontent.com/17685000/159136940-f5440f70-2cb3-459c-9d2a-587af5c8dd31.png)
Execution Environment:
59478ab
d99ac49
)Additional context RenderDoc capture: ComputeShader_RenderTarget.zip
Using a different texture format (tested all RGBA variants), using
Access.ReadWrite
insetTexture()
and making the uniformrestrict
ed don't change the outcome, there's still a black screen.