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graphics: unify buffer bindings and depth target handling
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@@ -249,6 +249,12 @@ bool MaterializeResources(const Program& program, const SrtRuntime& runtime,
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auto cursor = values.begin();
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next.buffers.assign(cursor, cursor + program.info.buffers.size());
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cursor += program.info.buffers.size();
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for (auto& descriptor: next.buffers) {
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ShaderBufferResource buffer;
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if (DecodeBufferDescriptor(descriptor, buffer) && buffer.Type() != 0) {
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descriptor.dwords.fill(0);
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}
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}
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next.images.assign(cursor, cursor + program.info.images.size());
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cursor += program.info.images.size();
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for (auto& descriptor: next.images) {
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