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Bind textures to image samplers by default with read/write access without warning
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e2dfc935a1
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@ -1857,10 +1857,8 @@ update_shader_texture_bindings(ShaderContext *prev) {
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tex = param->get_texture();
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tex = param->get_texture();
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} else if (sinp->get_value_type() == ShaderInput::M_texture) {
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} else if (sinp->get_value_type() == ShaderInput::M_texture) {
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// This used to be legal, so just issue a warning.
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// People find it convenient to be able to pass a texture without further ado.
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tex = sinp->get_texture();
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tex = sinp->get_texture();
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GLCAT.warning()
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<< "Texture input " << *input._name << " was not specified as an image binding\n";
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} else {
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} else {
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GLCAT.error()
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GLCAT.error()
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@ -1904,7 +1902,7 @@ update_shader_texture_bindings(ShaderContext *prev) {
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internal_format = _glgsg->get_internal_image_format(tex, true);
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internal_format = _glgsg->get_internal_image_format(tex, true);
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}
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}
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GLenum access = GL_READ_ONLY;
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GLenum access = GL_READ_WRITE;
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GLint bind_level = 0;
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GLint bind_level = 0;
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GLint bind_layer = 0;
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GLint bind_layer = 0;
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GLboolean layered = GL_TRUE;
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GLboolean layered = GL_TRUE;
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