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This optimization used to optimize the allocated space for descriptors when immutable samplers are equal. Though, this was basically broken : - descriptor copies were broken for combiner image sampler (or sampler) with equal immutable samplers because 96 bytes were copied instead of 64 bytes (cf. the linked ticket). This could be fixed but it's not worth it. - the value returned by vkGetDescriptorLayoutSupport() was broken, it should have been 96 with no immutable samplers (or when they aren't equal) This optimization was also not applied for descriptor buffers which is the default for vkd3d-proton and Zink. DXVK doesn't use db but it doesn't use immutable samplers, so basically only native vulkan games would be concerned. Note that immutable samplers would still be inlined in shaders if no indirect access which should be 99.9% of the usecase. Cc: mesa-stable Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11165 Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34928> |
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