Implement Bindless Handling on SetupTexture

This commit is contained in:
Fernando Sahmkow 2019-03-26 18:18:54 -04:00 committed by FernandoS27
parent fe392fff24
commit 7af82ca022
4 changed files with 34 additions and 18 deletions

View file

@ -985,7 +985,15 @@ void RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, const Shader& s
for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
const auto& entry = entries[bindpoint];
const auto texture = maxwell3d.GetStageTexture(stage, entry.GetOffset());
Tegra::Texture::FullTextureInfo texture;
if (!entry.IsBindless()) {
texture = maxwell3d.GetStageTexture(stage, entry.GetOffset());
} else {
const auto cbuf = entry.GetBindlessCBuf();
Tegra::Texture::TextureHandle tex_handle;
tex_handle.raw = const_buffer_accessor.access32(stage, cbuf.first, cbuf.second);
texture = maxwell3d.GetTextureInfo(tex_handle, entry.GetOffset());
}
const u32 current_bindpoint = base_bindings.sampler + bindpoint;
texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);