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dep/reshadefx: Temporarily combine textures+samplers in HLSL
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@ -554,6 +554,7 @@ private:
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define_name<naming::unique>(info.id, info.unique_name);
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#if 0
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if (_shader_model >= 40)
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{
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info.binding = _module.num_texture_bindings;
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@ -577,6 +578,7 @@ private:
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write_texture_format(code, info.format);
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code += "> __srgb" + info.unique_name + " : register(t" + std::to_string(info.binding + 1) + "); \n";
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}
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#endif
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_module.textures.push_back(info);
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@ -592,6 +594,7 @@ private:
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if (_shader_model >= 40)
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{
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#if 0
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// Try and reuse a sampler binding with the same sampler description
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const auto existing_sampler = std::find_if(_module.samplers.begin(), _module.samplers.end(),
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[&info](const auto &it) {
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@ -620,6 +623,23 @@ private:
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code += "static const ";
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write_type(code, info.type);
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code += ' ' + id_to_name(info.id) + " = { " + (info.srgb ? "__srgb" : "__") + info.texture_name + ", __s" + std::to_string(info.binding) + " };\n";
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#else
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info.binding = _module.num_sampler_bindings++;
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info.texture_binding = ~0u; // Unset texture binding
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write_location(code, loc);
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const unsigned int texture_dimension = info.type.texture_dimension();
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code += "Texture" + std::to_string(texture_dimension) + "D<";
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write_texture_format(code, tex_info.format);
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code += "> __" + info.unique_name + "_t : register(t" + std::to_string(info.binding) + "); \n";
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code += "SamplerState __" + info.unique_name + "_s : register(s" + std::to_string(info.binding) + ");\n";
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code += "static const ";
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write_type(code, info.type);
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code += ' ' + id_to_name(info.id) + " = { __" + info.unique_name + "_t, __" + info.unique_name + "_s };\n";
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#endif
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}
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else
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{
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