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shader: share finite descriptor planning with GPU-selected inline samplers
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@@ -860,7 +860,11 @@ CompileResult CompileProgram(TranslateResult translated, const CompileOptions& o
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const auto resource = inst.Flags<uint32_t>();
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first = resource < ir.info.images.size() &&
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ir.info.images[resource].indirect_root == resource ? 1u : 0u;
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} else if (op != IR::ValueOpcode::GetSamplerResource) {
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} else if (op == IR::ValueOpcode::GetSamplerResource) {
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const auto resource = inst.Flags<uint32_t>();
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first = resource < ir.info.samplers.size() &&
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!ir.info.samplers[resource].indirect_resources.empty() ? 1u : 0u;
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} else {
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continue;
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}
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for (size_t index = first; index < inst.NumArgs(); index++) {
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