* For example, a shader might ask to sample from "surface 7." In this case,
* bind[7] would contain a pointer to a texture.
*
- * Although the hardware supports separate binding tables per pipeline stage
- * (VS, HS, DS, GS, PS), we currently share a single binding table for all of
- * them. This is purely for convenience.
- *
- * Currently our SOL/WM binding tables are (arbitrarily) programmed as follows:
+ * Currently, our WM binding tables are (arbitrarily) programmed as follows:
*
* +-------------------------------+
- * | 0 | Draw buffer 0 | .
- * | . | . | \
- * | : | : | > Only relevant to the WM.
- * | 7 | Draw buffer 7 | /
- * |-----|-------------------------| `
+ * | 0 | Draw buffer 0 |
+ * | . | . |
+ * | : | : |
+ * | 7 | Draw buffer 7 |
+ * |-----|-------------------------|
* | 8 | WM Pull Constant Buffer |
* |-----|-------------------------|
* | 9 | Texture 0 |
*
* Our VS binding tables are programmed as follows:
*
- * +-----+-------------------------+ `
+ * +-----+-------------------------+
* | 0 | VS Pull Constant Buffer |
* +-----+-------------------------+
* | 1 | Texture 0 |
* Our (gen6) GS binding tables are programmed as follows:
*
* +-----+-------------------------+
- * | 0 | SOL Binding 0 |
+ * | 0 | SOL Binding 0 |
* | . | . |
* | : | : |
* | 63 | SOL Binding 63 |