diff --git a/src/gfx2d/Sprite2D.zig b/src/gfx2d/Sprite2D.zig index 5b16ee02..fab95ee9 100644 --- a/src/gfx2d/Sprite2D.zig +++ b/src/gfx2d/Sprite2D.zig @@ -93,10 +93,10 @@ pub fn machSprite2DInit(adapter: anytype) !void { const bind_group_layout = device.createBindGroupLayout( &gpu.BindGroupLayout.Descriptor.init(.{ .entries = &.{ - gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0), - gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .read_only_storage, true, 0), - gpu.BindGroupLayout.Entry.buffer(2, .{ .vertex = true }, .read_only_storage, true, 0), - gpu.BindGroupLayout.Entry.buffer(3, .{ .vertex = true }, .read_only_storage, true, 0), + gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, false, 0), + gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .read_only_storage, false, 0), + gpu.BindGroupLayout.Entry.buffer(2, .{ .vertex = true }, .read_only_storage, false, 0), + gpu.BindGroupLayout.Entry.buffer(3, .{ .vertex = true }, .read_only_storage, false, 0), gpu.BindGroupLayout.Entry.sampler(4, .{ .fragment = true }, .filtering), gpu.BindGroupLayout.Entry.texture(5, .{ .fragment = true }, .float, .dimension_2d, false), }, @@ -243,7 +243,7 @@ pub fn tick(adapter: anytype) !void { const pass = encoder.beginRenderPass(&render_pass_info); pass.setPipeline(sprite2d.state().pipeline); // TODO: remove dynamic offsets? - pass.setBindGroup(0, sprite2d.state().bind_group, &.{ 0, 0, 0, 0 }); + pass.setBindGroup(0, sprite2d.state().bind_group, &.{}); pass.draw(total_vertices, 1, 0, 0); pass.end(); pass.release();