The source project of this merge request has been removed.
WIP zink. Attempting to get sparse GL shader bind points working. Not 100% this will always work.
Hi Eric, I have am issue I am trying to fix and was hoping you could help out. This Merge Request is my solution so far, but I really am not happy with it.
The situation is that I have a GL shader that is using textures bound to point 2,3,4 and not 0,1,2. This asserts in the original code.
I have added an indirect look up from texture_index to sampler_index into nir_to_spriv.c. But would prefer something that links the values used in zink_compile_nir().
Any idea? Thanks.