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For non-bindless textures, get the base address of the texture descriptor array, so we can crawl descriptors in the shader. For bindless, this isn't needed (since the bindless handle will be the address itself). jekstrand suggested the idea of the descriptor crawl. It worked out pretty well, all considered. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18525>