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authorReinUsesLisp <reinuseslisp@airmail.cc>2019-01-29 04:31:40 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-02-07 00:46:13 -0300
commitd62b0a9e2941eb9d43e84ee40fe1531c2dc92eea (patch)
tree0d8d248f88357b72c20a349af1eba6076d9ba9c0 /src/common/logging/backend.cpp
parentf09d1dffd16ab857d6cf75b862aa0b01777e5673 (diff)
shader_ir: Clean texture management code
Previous code relied on GLSL parameter order (something that's always ill-formed on an IR design). This approach passes spatial coordiantes through operation nodes and array and depth compare values in the the texture metadata. It still contains an "extra" vector containing generic nodes for bias and component index (for example) which is still a bit ill-formed but it should be better than the previous approach.
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