![]() Happen when an array of samplers is declared in the shader. The maximum sampler index is exceeded when in fact it is not. On feature level 9_3, the D3D compiler has a bug where it can report that Same, the only thing that changes is how samplers are handled inside the The interface from the point of view of libANGLE is still exactly the This does not solve the issues with samplers in structs. The unique sampler index can be used in follow-upĬhanges to index an array of metadata passed in uniforms, which canĬontain such things as the base level of the texture. The end goal of this refactoring is to make adding extra metadata for Texture and a regular (non-comparison) sampler, the index offset is To convert a unique sampler index to an index to one of theseĪrrays, a constant offset is applied. Unique combination of a HLSL texture type + HLSL sampler type gets its HLSL textures and samplers are grouped into arrays by their types. Textures to get the sampler and texture to use. ![]() These indices are used to index arrays of HLSL samplers and HLSL ![]() In the code generated to implement ESSL texture functions, Shaders, all references to ESSL samplers are converted to constant Instead of passing around HLSL sampler and HLSL texture references in Translation of samplers to HLSL on D3D11 is changed as follows:
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