mesa: store bindless samplers as PROGRAM_UNIFORM
Old-style samplers (ie. bound samplers) are stored as PROGRAM_SAMPLER, while bindless ones are PROGRAM_UNIFORM. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -2452,7 +2452,7 @@ add_uniform_to_shader::visit_field(const glsl_type *type, const char *name,
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return;
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gl_register_file file;
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if (type->without_array()->is_sampler()) {
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if (type->without_array()->is_sampler() && !var->data.bindless) {
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file = PROGRAM_SAMPLER;
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} else {
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file = PROGRAM_UNIFORM;
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