gl_shader_disk_cache: Save GLSL and entries into the precompiled file
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@@ -1009,22 +1009,20 @@ void RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, const Shader& s
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for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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const auto& entry = entries[bindpoint];
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const auto texture = maxwell3d.GetStageTexture(stage, entry.GetOffset());
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const u32 current_bindpoint = base_bindings.sampler + bindpoint;
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auto& unit = state.texture_units[current_bindpoint];
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const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
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texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
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Surface surface = res_cache.GetTextureSurface(texture, entry);
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if (surface != nullptr) {
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unit.texture =
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state.texture_units[current_bindpoint].texture =
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entry.IsArray() ? surface->TextureLayer().handle : surface->Texture().handle;
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surface->UpdateSwizzle(texture.tic.x_source, texture.tic.y_source, texture.tic.z_source,
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texture.tic.w_source);
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} else {
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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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state.texture_units[current_bindpoint].texture = 0;
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}
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}
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}
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