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gl_rasterizer: Implement image bindings
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@ -1022,7 +1022,7 @@ bool RasterizerOpenGL::SetupTexture(const Shader& shader, u32 binding,
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auto& unit{state.texture_units[binding]};
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unit.sampler = sampler_cache.GetSampler(texture.tsc);
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const auto view = texture_cache.GetImageSurface(texture.tic, entry);
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const auto view = texture_cache.GetTextureSurface(texture.tic, entry);
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if (!view) {
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// Can occur when texture addr is null or its memory is unmapped/invalid
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unit.texture = 0;
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@ -1054,7 +1054,12 @@ void RasterizerOpenGL::SetupComputeImages(const Shader& shader) {
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tex_handle.raw = compute.AccessConstBuffer32(cbuf.first, cbuf.second);
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return compute.GetTextureInfo(tex_handle, entry.GetOffset());
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}();
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UNIMPLEMENTED();
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const auto view = texture_cache.GetImageSurface(texture.tic, entry);
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if (!view) {
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state.images[bindpoint] = 0;
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continue;
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}
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state.images[bindpoint] = view->GetTexture();
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}
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}
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