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Issue metadata

Status: Unconfirmed
Owner: ----
Components:
EstimatedDays: ----
NextAction: ----
OS: Linux
Pri: 3
Type: Bug



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Pre-assign texture image units in GLRenderer

Reported by dreifach...@gmail.com, Sep 16 2017

Issue description

GLRenderer seems to try to ensure only 0..N TIUs are used in a draw call using N textures. I think this is unnecessary as GLES 2.0 allows any combinations of available TIUs to be used in a draw call.

For example RenderPassDrawQuad contains up to 4 textures of different semantics:
0. filter_image/contents_texture
1. mask 
2. backdrop
3. original_backdrop
It would be simpler to always bind backdrop texture to TIU 2 regardless of whether mask sampler is required. 

Just for reference newer GLSL allows layout(binding=) qualifier on samplers for such purpose and I have the impression that most game engines pre-assign TIUs by semantics in the build process.

 
Labels: Needs-Milestone TE-NeedsTriageHelp
Seems this issue is out of scope from TE end as it is related to GLRenderer issue, adding TE-NeedsTraigehelp will move this out of our triaging bucket.
Thank you..!

Components: Internals>Services>Viz

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