Add sampler slots usage and inputs/outputs count to GPU shader program bindings meta
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@@ -79,6 +79,9 @@ namespace
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{
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bool ProcessShader(ShaderCompilationContext* context, Array<ShaderCompiler::ShaderResourceBuffer>& constantBuffers, ID3D11ShaderReflection* reflector, D3D11_SHADER_DESC& desc, ShaderBindings& bindings)
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{
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bindings.InputsCount = desc.InputParameters;
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bindings.OutputsCount = desc.OutputParameters;
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// Extract constant buffers usage information
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for (uint32 a = 0; a < desc.ConstantBuffers; a++)
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{
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@@ -131,13 +134,12 @@ namespace
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{
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// Sampler
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case D3D_SIT_SAMPLER:
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bindings.UsedSamplersMask |= 1 << resDesc.BindPoint;
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break;
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// Constant Buffer
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case D3D_SIT_CBUFFER:
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case D3D_SIT_TBUFFER:
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break;
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// Shader Resource
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case D3D_SIT_TEXTURE:
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case D3D_SIT_STRUCTURED:
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@@ -145,7 +147,6 @@ namespace
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for (UINT shift = 0; shift < resDesc.BindCount; shift++)
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bindings.UsedSRsMask |= 1 << (resDesc.BindPoint + shift);
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break;
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// Unordered Access
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case D3D_SIT_UAV_RWTYPED:
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case D3D_SIT_UAV_RWSTRUCTURED:
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@@ -316,7 +317,7 @@ bool ShaderCompilerD3D::CompileShader(ShaderFunctionMeta& meta, WritePermutation
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additionalDataVS.Inputs.Add({ ParseVertexElementType(inputDesc.SemanticName, inputDesc.SemanticIndex), 0, 0, 0, format });
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}
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}
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ShaderBindings bindings = { desc.InstructionCount, 0, 0, 0 };
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ShaderBindings bindings = { desc.InstructionCount };
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if (ProcessShader(_context, _constantBuffers, reflector.Get(), desc, bindings))
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return true;
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