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@@ -213,14 +213,14 @@ namespace bgfx { namespace hlsl
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static const UniformRemap s_uniformRemap[] =
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{
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- { UniformType::Int1, D3D_SVC_SCALAR, D3D_SVT_INT, 0, 0 },
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+ { UniformType::Sampler, D3D_SVC_SCALAR, D3D_SVT_INT, 0, 0 },
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{ UniformType::Vec4, D3D_SVC_VECTOR, D3D_SVT_FLOAT, 0, 0 },
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{ UniformType::Mat3, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 3 },
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{ UniformType::Mat4, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 4, 4 },
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- { UniformType::Int1, D3D_SVC_OBJECT, D3D_SVT_SAMPLER, 0, 0 },
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- { UniformType::Int1, D3D_SVC_OBJECT, D3D_SVT_SAMPLER2D, 0, 0 },
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- { UniformType::Int1, D3D_SVC_OBJECT, D3D_SVT_SAMPLER3D, 0, 0 },
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- { UniformType::Int1, D3D_SVC_OBJECT, D3D_SVT_SAMPLERCUBE, 0, 0 },
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+ { UniformType::Sampler, D3D_SVC_OBJECT, D3D_SVT_SAMPLER, 0, 0 },
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+ { UniformType::Sampler, D3D_SVC_OBJECT, D3D_SVT_SAMPLER2D, 0, 0 },
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+ { UniformType::Sampler, D3D_SVC_OBJECT, D3D_SVT_SAMPLER3D, 0, 0 },
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+ { UniformType::Sampler, D3D_SVC_OBJECT, D3D_SVT_SAMPLERCUBE, 0, 0 },
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};
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UniformType::Enum findUniformType(const D3D11_SHADER_TYPE_DESC& constDesc)
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@@ -527,7 +527,7 @@ namespace bgfx { namespace hlsl
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{
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Uniform un;
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un.name.assign(bindDesc.Name, (end.getPtr() - bindDesc.Name) );
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- un.type = UniformType::Enum(BGFX_UNIFORM_SAMPLERBIT | UniformType::Int1);
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+ un.type = UniformType::Enum(BGFX_UNIFORM_SAMPLERBIT | UniformType::Sampler);
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un.num = 1;
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un.regIndex = uint16_t(bindDesc.BindPoint);
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un.regCount = uint16_t(bindDesc.BindCount);
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