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Merge pull request #4049 from ReinUsesLisp/separate-samplers
shader/texture: Join separate image and sampler pairs offline
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@ -740,8 +740,11 @@ SamplerDescriptor Maxwell3D::AccessBindlessSampler(ShaderType stage, u64 const_b
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const auto& shader = state.shader_stages[static_cast<std::size_t>(stage)];
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const auto& tex_info_buffer = shader.const_buffers[const_buffer];
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const GPUVAddr tex_info_address = tex_info_buffer.address + offset;
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return AccessSampler(memory_manager.Read<u32>(tex_info_address));
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}
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const Texture::TextureHandle tex_handle{memory_manager.Read<u32>(tex_info_address)};
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SamplerDescriptor Maxwell3D::AccessSampler(u32 handle) const {
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const Texture::TextureHandle tex_handle{handle};
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const Texture::FullTextureInfo tex_info = GetTextureInfo(tex_handle);
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SamplerDescriptor result = SamplerDescriptor::FromTIC(tex_info.tic);
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result.is_shadow.Assign(tex_info.tsc.depth_compare_enabled.Value());
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