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WIP zink. Attempting to get sparse GL shader bind points working. Not 100% this will always work.

Duncan Hopkins requested to merge (removed):DLH-WIP-sparse-bound-textures into zink

Hi Eric, I have am issue I am trying to fix and was hoping you could help out. This Merge Request is my solution so far, but I really am not happy with it.

The situation is that I have a GL shader that is using textures bound to point 2,3,4 and not 0,1,2. This asserts in the original code.

I have added an indirect look up from texture_index to sampler_index into nir_to_spriv.c. But would prefer something that links the values used in zink_compile_nir().

Any idea? Thanks.

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