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| author | Tim Foley <tfoley@nvidia.com> | 2017-07-22 14:05:07 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-07-22 14:05:07 -0700 |
| commit | edf8cafe6d3799f58a92ccc83ba70dd41c461f6a (patch) | |
| tree | ebf5575829ef9bedc9d43821cd556fe596bf2724 /tests/reflection | |
| parent | 30fbf640cd4cd6936e177fdfadb76e8814cffffc (diff) | |
Make the "hack" sampler explicit for now
- We use this to work around the fact that, e.g., `Texture2D.Load` doesn't take a sampler, but the equivalent GLSL operation `texelFetch` requires one
- Previously we tried to hide the sampler from the user, hoping that glslang would drop it and we could just ignore it, but that doesn't work
- For now we'll go ahead and explicitly show the sampler in the reflection info so that an app can react appropriately
- We also generate a unique binding for the sampler, instead of the old behavior that fixed it with `binding = 0`
- We still fix it with `set = 0`, so it might still surprise users
Diffstat (limited to 'tests/reflection')
| -rw-r--r-- | tests/reflection/cross-compile.slang.expected | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/tests/reflection/cross-compile.slang.expected b/tests/reflection/cross-compile.slang.expected index 3bb730f66..3a8bea41e 100644 --- a/tests/reflection/cross-compile.slang.expected +++ b/tests/reflection/cross-compile.slang.expected @@ -42,6 +42,13 @@ standard output = { ] } } + }, + { + "name": "SLANG_hack_samplerForTexelFetch", + "binding": {"kind": "descriptorTableSlot", "index": 3}, + "type": { + "kind": "samplerState" + } } ] } |
