shader/texture: Deduce texture buffers from locker
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
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parent
c52f37f259
commit
32c1bc6a67
9 changed files with 109 additions and 176 deletions
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@ -225,14 +225,15 @@ class Sampler {
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public:
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/// This constructor is for bound samplers
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constexpr explicit Sampler(u32 index, u32 offset, Tegra::Shader::TextureType type,
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bool is_array, bool is_shadow)
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: index{index}, offset{offset}, type{type}, is_array{is_array}, is_shadow{is_shadow} {}
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bool is_array, bool is_shadow, bool is_buffer)
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: index{index}, offset{offset}, type{type}, is_array{is_array}, is_shadow{is_shadow},
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is_buffer{is_buffer} {}
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/// This constructor is for bindless samplers
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constexpr explicit Sampler(u32 index, u32 offset, u32 buffer, Tegra::Shader::TextureType type,
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bool is_array, bool is_shadow)
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bool is_array, bool is_shadow, bool is_buffer)
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: index{index}, offset{offset}, buffer{buffer}, type{type}, is_array{is_array},
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is_shadow{is_shadow}, is_bindless{true} {}
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is_shadow{is_shadow}, is_buffer{is_buffer}, is_bindless{true} {}
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constexpr u32 GetIndex() const {
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return index;
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@ -258,6 +259,10 @@ public:
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return is_shadow;
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}
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constexpr bool IsBuffer() const {
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return is_buffer;
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}
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constexpr bool IsBindless() const {
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return is_bindless;
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}
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@ -270,6 +275,7 @@ private:
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Tegra::Shader::TextureType type{}; ///< The type used to sample this texture (Texture2D, etc)
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bool is_array{}; ///< Whether the texture is being sampled as an array texture or not.
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bool is_shadow{}; ///< Whether the texture is being sampled as a depth texture or not.
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bool is_buffer{}; ///< Whether the texture is a texture buffer without sampler.
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bool is_bindless{}; ///< Whether this sampler belongs to a bindless texture or not.
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};
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