Plumb constants through to the sampler, and make sRGB work
Change-Id: Ib4974a5f0dea325e198905cb94bae138ccac4c6e
Test: dEQP-VK.texture.swizzle.component_mapping.*
Bug: b/129523279
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/29950
Tested-by: Chris Forbes <chrisforbes@google.com>
Presubmit-Ready: Chris Forbes <chrisforbes@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
diff --git a/src/Pipeline/VertexProgram.cpp b/src/Pipeline/VertexProgram.cpp
index 63c890f..686db48 100644
--- a/src/Pipeline/VertexProgram.cpp
+++ b/src/Pipeline/VertexProgram.cpp
@@ -44,6 +44,7 @@
routine.descriptorSets = data + OFFSET(DrawData, descriptorSets);
routine.descriptorDynamicOffsets = data + OFFSET(DrawData, descriptorDynamicOffsets);
routine.pushConstants = data + OFFSET(DrawData, pushConstants);
+ routine.constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, constants));
it = spirvShader->inputBuiltins.find(spv::BuiltInSubgroupSize);
if (it != spirvShader->inputBuiltins.end())