From edf8cafe6d3799f58a92ccc83ba70dd41c461f6a Mon Sep 17 00:00:00 2001 From: Tim Foley Date: Sat, 22 Jul 2017 14:05:07 -0700 Subject: 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 --- tests/reflection/cross-compile.slang.expected | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'tests') 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" + } } ] } -- cgit v1.2.3