[D3D12] Bindless textures/samplers
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@@ -435,8 +435,12 @@ void DxbcShaderTranslator::ExportToMemory() {
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DxbcOpSwitch(element_size_src);
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for (uint32_t k = 1; k <= 4; k <<= 1) {
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DxbcOpCase(DxbcSrc::LU(k * 4));
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if (uav_index_shared_memory_ == kBindingIndexUnallocated) {
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uav_index_shared_memory_ = uav_count_++;
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}
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DxbcOpStoreRaw(
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DxbcDest::U(0, uint32_t(UAVRegister::kSharedMemory), (1 << k) - 1),
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DxbcDest::U(uav_index_shared_memory_,
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uint32_t(UAVRegister::kSharedMemory), (1 << k) - 1),
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address_src, eM_src);
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DxbcOpBreak();
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}
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