shader: preserve native types in indirect image tables

This commit is contained in:
nmzik
2026-10-13 09:05:02 +02:00
parent 9ade7e3582
commit 735a229236
4 changed files with 200 additions and 40 deletions
@@ -785,8 +785,7 @@ static bool BuildResourceSpecialization(const ResourcePlan& program, ResourceSna
}
const bool same_coordinates = image.dimension == image_class.dimension &&
image.cube == image_class.cube;
if (image.numeric_class != image_class.numeric_class ||
(!same_coordinates && !(is_2d(image.dimension) && is_2d(image_class.dimension))) ||
if ((!same_coordinates && !(is_2d(image.dimension) && is_2d(image_class.dimension))) ||
image.mip_count != image_class.mip_count ||
image.conversion_format != image_class.conversion_format ||
image.shader_swizzle != image_class.shader_swizzle) {
@@ -811,6 +810,10 @@ bool BuildSamplerPlan(const ShaderInfo& base, SamplerPlan& plan) {
return false;
}
usage[pair.sampler] |= 1u << static_cast<uint32_t>(ClassifySampler(base.images[pair.image]));
for (const auto candidate: base.images[pair.image].indirect_resources) {
if (candidate >= base.images.size()) return false;
usage[pair.sampler] |= 1u << static_cast<uint32_t>(ClassifySampler(base.images[candidate]));
}
for (const auto candidate: base.samplers[pair.sampler].indirect_resources) {
if (candidate >= base.samplers.size()) return false;
usage[candidate] |= usage[pair.sampler];