Looking at the implementation of shader_sm4_read_dcl_sampler(), vsir
stores the resource index range both in
vkd3d_shader_instruction.declaration.sampler.range
and in the
vkd3d_shader_instruction.declaration.sampler.src.reg.idx[1-2]
indexes, so we do the same.
It is also worth noting that for shader models lower than 5.1, vsir
has a normalization on the ins->declaration src register indexes.
Refer to the following comment:
/* SM5.1 places a symbol identifier in idx[0] and moves
* other values up one slot. Normalize to SM5.1. */
on shader_sm4_read_param().
This normalization is also added to the generated vsir instructions.
Currently, when using Vulkan heaps, we create descriptor set
layouts with as many descriptors as allowed by the Vulkan
implementation limits. For some implementations this can mean
hundreds of millions of descriptors or more, which is wasteful,
given that even on the best resource binding tier Direct3D 12
applications should not expect to have more than a million usable
descriptors.
Recently this began being a problem, because since Mesa 24.2.7
the Intel driver advertises more than 200 million descriptors,
but pipeline compilation takes linear RAM in the number of
descriptors declared in the pipeline layout. This means that
compiling even a simple shader requires 10-20 GB of RAM.
In order to avoid using too much memory, with this commit we clamp
the number of descriptors declared in the set layouts to how many
we actually need to guarantee tier 3 resource binding support.