Pre-assign texture image units in GLRenderer
Reported by
dreifach...@gmail.com,
Sep 16 2017
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Issue descriptionGLRenderer 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.
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Jan 31 2018
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Comment 1 by jmukthavaram@chromium.org
, Sep 19 2017