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| author | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-02-26 15:07:49 +0100 |
|---|---|---|
| committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-03-03 18:25:56 +0100 |
| commit | 5bbc9986f99a5d61c2e43b79fe815ea8ca450fcd (patch) | |
| tree | f330a155c5a0ead9bf42f509761ae3f59e850e7e /src/gui/doc/snippets/textdocument-imageformat/main.cpp | |
| parent | 753e4d82be966b82ff6ba41a0e7c4452f494790a (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>
Diffstat (limited to 'src/gui/doc/snippets/textdocument-imageformat/main.cpp')
0 files changed, 0 insertions, 0 deletions
