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We only want separate sampler types for bindless resources
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2 changed files with 5 additions and 5 deletions
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@ -38,14 +38,14 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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_storageBuffers[new(definition.Set, definition.Binding)] = definition;
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}
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public void AddOrUpdateTexture(TextureDefinition definition)
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public void AddOrUpdateTexture(TextureDefinition definition, SamplerType type = SamplerType.None)
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{
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_textures[new(definition.Set, definition.Binding, definition.Type & ~(SamplerType.Shadow | SamplerType.Separate))] = definition;
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_textures[new(definition.Set, definition.Binding, type)] = definition;
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}
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public void AddOrUpdateImage(TextureDefinition definition)
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public void AddOrUpdateImage(TextureDefinition definition, SamplerType type = SamplerType.None)
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{
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_images[new(definition.Set, definition.Binding, definition.Type & ~(SamplerType.Shadow | SamplerType.Separate))] = definition;
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_images[new(definition.Set, definition.Binding, type)] = definition;
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}
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public int AddLocalMemory(MemoryDefinition definition)
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@ -195,7 +195,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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private void AddBindlessDefinition(int set, int binding, string name, SamplerType samplerType)
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{
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TextureDefinition definition = new(set, binding, name, samplerType, TextureFormat.Unknown, TextureUsageFlags.None, 0);
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Properties.AddOrUpdateTexture(definition);
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Properties.AddOrUpdateTexture(definition, samplerType & ~(SamplerType.Separate | SamplerType.Shadow));
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}
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private void AddBindlessSeparateDefinition(int set, int binding, string name, SamplerType samplerType)
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