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
@@ -161,6 +161,7 @@ struct SamplerResource {
uint32_t first_use_pc = 0;
// Native filtering/border variants share the original sampler's runtime descriptor.
uint32_t snapshot_index = 0;
std::vector<uint32_t> indirect_resources;
bool force_point_filtering = false;
bool depth_compare = false;
bool integer_border = false;