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Support Sampler binding in the shader. #471
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Wondering actually if the SAMPLER_BINDING should be renamed to LAYOUT_BINDING since it can be used for vertex attribute binding in the shader in the future. |
| @@ -63,7 +63,7 @@ void SHADER::SetProgramVariables() | |||
| // glsl shader must be bind to set samplers | |||
| Bind(); | |||
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Woo, thanks for doing my work :) :) |
In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
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We no longer call Bind in SetProgramVariables when we support binding layouts. Also rebased on latest master. |
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LGTM |
Support Sampler binding in the shader.
| Bind(); | ||
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| // Bind UBO | ||
| // Bind UBO and texture samplers | ||
| if (!g_ActiveConfig.backend_info.bSupportsBindingLayout) |
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In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.
Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.