Since the shader code can include them.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
layout->set[set].dynamic_offset_start = dynamic_offset_count;
for (uint32_t b = 0; b < set_layout->binding_count; b++) {
dynamic_offset_count += set_layout->binding[b].array_size * set_layout->binding[b].dynamic_offset_count;
+ if (set_layout->binding[b].immutable_samplers_offset)
+ _mesa_sha1_update(&ctx, radv_immutable_samplers(set_layout, set_layout->binding + b),
+ set_layout->binding[b].array_size * 4 * sizeof(uint32_t));
}
_mesa_sha1_update(&ctx, set_layout->binding,
sizeof(set_layout->binding[0]) * set_layout->binding_count);