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authorTim Foley <tfoley@nvidia.com>2017-07-22 14:05:07 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-22 14:05:07 -0700
commitedf8cafe6d3799f58a92ccc83ba70dd41c461f6a (patch)
treeebf5575829ef9bedc9d43821cd556fe596bf2724 /tests/reflection
parent30fbf640cd4cd6936e177fdfadb76e8814cffffc (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.expected7
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"
+ }
}
]
}