Vulkan: Assume all 1D texture sampling is actually sampling a 2D texture.

This commit is contained in:
gibbed
2017-08-08 16:34:44 -05:00
parent fdef1e098d
commit 42533d39eb
2 changed files with 35 additions and 51 deletions

View File

@@ -137,8 +137,7 @@ class SpirvShaderTranslator : public ShaderTranslator {
spv::Id vec2_float_type_ = 0, vec3_float_type_ = 0, vec4_float_type_ = 0;
spv::Id vec4_int_type_ = 0, vec4_uint_type_ = 0;
spv::Id vec2_bool_type_ = 0, vec3_bool_type_ = 0, vec4_bool_type_ = 0;
spv::Id image_1d_type_ = 0, image_2d_type_ = 0, image_3d_type_ = 0,
image_cube_type_ = 0;
spv::Id image_2d_type_ = 0, image_3d_type_ = 0, image_cube_type_ = 0;
// Constants.
spv::Id vec4_float_zero_ = 0, vec4_float_one_ = 0;
@@ -157,7 +156,7 @@ class SpirvShaderTranslator : public ShaderTranslator {
spv::Id vertex_idx_ = 0;
spv::Id frag_outputs_ = 0, frag_depth_ = 0;
spv::Id samplers_ = 0;
spv::Id tex_[4] = {0}; // Images {1D, 2D, 3D, Cube}
spv::Id tex_[3] = {0}; // Images {2D, 3D, Cube}
// SPIR-V IDs that are part of the in/out interface.
std::vector<spv::Id> interface_ids_;