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fix: not setting shader arg flags when auto creating
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@@ -626,6 +626,9 @@ namespace
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return std::move(result);
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}
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if (constInfo->techFlags)
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m_tech_flags |= *constInfo->techFlags;
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return NoResult{};
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}
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@@ -635,12 +638,21 @@ namespace
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if (!maybeCodeSampler)
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return result::Unexpected(std::format("Missing assignment to shader texture {}", textureResource.m_name));
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const auto samplerInfo = m_common_code_source_infos.GetInfoForCodeSamplerSource(*maybeCodeSampler);
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if (!samplerInfo)
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return result::Unexpected(std::format("Missing info for code sampler {}", textureResource.m_name));
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techset::CommonShaderArgDestination commonDestination;
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commonDestination.dx11.m_location.texture_index = textureResource.m_bind_point;
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commonDestination.dx11.m_location.sampler_index = samplerBindPoint;
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commonDestination.dx11.m_size = textureResource.m_bind_count;
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commonDestination.dx11.m_buffer = 0;
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if (samplerInfo->techFlags)
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m_tech_flags |= *samplerInfo->techFlags;
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if (samplerInfo->customSamplerIndex)
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m_sampler_flags |= (1 << *samplerInfo->customSamplerIndex);
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return AcceptShaderSamplerArgument(commonDestination, *maybeCodeSampler);
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}
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