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Decouple textures and samplers #30
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* Baby steps on decoupling textures and samplers * Unit test for the desired sampler/texture API * #30: WIP on textures and samplers derived from `BaseType` * #30: new, uniforms-based API, fixes in the unit test * #30: fixed combined samplers * #30: texture and sampler uniform registers * #30: fixed compare samplers * Fixed the check for cbuffers reusing registers * Simplified the check for uniform register reuse * #30: Uniform register reuse check for samplers and textures * Fixed a minor bug * #30: Testing register reuse check for samplers * #30: removed `combined_sampler_2d` * #30: ability to pass pre-constructed variables to uniform definitions * #30: ported the glTF Demo to the new sampler/texture API
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Currently, for the purposes of the glTF Demo, the HLSL generator exposes a method to
define a "combined" 2D sampler together with a texture:
metashade/metashade/hlsl/sm6/profile.py
Line 102 in ae028ed
DX12's native textures and samplers, however, are defined separately and are combined at shading time in a sample call. Vulkan supports this pattern too. Decoupling textures and samplers in Metashade will make it possible to decouple texture-specific functionality (native texel type, dimensions, multisampledness) from sampler properties (LOD, bias, the compare behavior).
In particular, this will enable cube map textures which are required for IBL in the glTF Demo.
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