shader: share finite descriptor planning with GPU-selected inline samplers

This commit is contained in:
nmzik
2026-10-09 16:51:10 +02:00
parent bb5edbd490
commit 8c81386568
9 changed files with 383 additions and 56 deletions
@@ -860,7 +860,11 @@ CompileResult CompileProgram(TranslateResult translated, const CompileOptions& o
const auto resource = inst.Flags<uint32_t>();
first = resource < ir.info.images.size() &&
ir.info.images[resource].indirect_root == resource ? 1u : 0u;
} else if (op != IR::ValueOpcode::GetSamplerResource) {
} else if (op == IR::ValueOpcode::GetSamplerResource) {
const auto resource = inst.Flags<uint32_t>();
first = resource < ir.info.samplers.size() &&
!ir.info.samplers[resource].indirect_resources.empty() ? 1u : 0u;
} else {
continue;
}
for (size_t index = first; index < inst.NumArgs(); index++) {