18 Jan
2024
18 Jan
'24
5:06 p.m.
Do we need the glBindImageTexture() (and corresponding binding in compiler_shader()) in the OpenGL runner? I would have expected the combined sampler binding to be sufficient on its own.
```diff @@ -624,6 +641,7 @@ static bool gl_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned break;
case RESOURCE_TYPE_TEXTURE: + case RESOURCE_TYPE_BUFFER_SRV: case RESOURCE_TYPE_BUFFER_UAV: trace("RESOURCE TYPE %#x.\n", resource->r.type); break; ```
Oops, looks like I left in a debug trace()... -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/569#note_57961