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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-02-26 15:07:49 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-03-03 18:25:56 +0100
commit5bbc9986f99a5d61c2e43b79fe815ea8ca450fcd (patch)
treef330a155c5a0ead9bf42f509761ae3f59e850e7e /src/gui/doc/snippets/droparea.cpp
parent753e4d82be966b82ff6ba41a0e7c4452f494790a (diff)
rhi: d3d: Use native resource binding mapping table when present
Newer versions of QShaderBaker will now use distinct, zero-based b, t+s, and u register spaces in the generated HLSL source. If this is the case, the native resource binding map (which so far we only used with Metal) contains the SPIR-V binding -> HLSL register binding mappings. This way we won't end up with invalid resource binding attempts (consider that e.g. D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT is only 16), just because, for example, a combined image sampler had a binding of 18 which then got blindly mapped to s18 and t18 in HLSL. Task-number: QTBUG-82472 Change-Id: I8bdcb5378634cf159f6367424582f9e9e5821c8e Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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