[Mesa-dev] [RFC PATCH 04/26] glsl: declare new bindless sampler/image types
Ilia Mirkin
imirkin at alum.mit.edu
Tue Apr 11 17:06:04 UTC 2017
Reviewed-by: Ilia Mirkin <imirkin at alum.mit.edu>
On Tue, Apr 11, 2017 at 12:48 PM, Samuel Pitoiset
<samuel.pitoiset at gmail.com> wrote:
> The new bindless sampler/image types are similar to the existing
> ones, except the base type.
>
> The new types are not added to the list of symbols, which means
> it's invalid to declare something like
> 'uniform sampler2DBindless tex;' inside a GLSL shader.
>
> They will be replaced on the fly only when ARB_bindless_texture
> is enabled.
>
> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
> ---
> src/compiler/builtin_type_macros.h | 75 ++++++++++++++++++++++++++++++++++++++
> 1 file changed, 75 insertions(+)
>
> diff --git a/src/compiler/builtin_type_macros.h b/src/compiler/builtin_type_macros.h
> index a275617b34..e0095fc242 100644
> --- a/src/compiler/builtin_type_macros.h
> +++ b/src/compiler/builtin_type_macros.h
> @@ -186,3 +186,78 @@ STRUCT_TYPE(gl_LightModelParameters)
> STRUCT_TYPE(gl_LightModelProducts)
> STRUCT_TYPE(gl_LightProducts)
> STRUCT_TYPE(gl_FogParameters)
> +
> +DECL_TYPE(sampler1DBindless, GL_SAMPLER_1D, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler2DBindless, GL_SAMPLER_2D, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler3DBindless, GL_SAMPLER_3D, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(samplerCubeBindless, GL_SAMPLER_CUBE, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler1DArrayBindless, GL_SAMPLER_1D_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler2DArrayBindless, GL_SAMPLER_2D_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(samplerCubeArrayBindless, GL_SAMPLER_CUBE_MAP_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler2DRectBindless, GL_SAMPLER_2D_RECT, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(samplerBufferBindless, GL_SAMPLER_BUFFER, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler2DMSBindless, GL_SAMPLER_2D_MULTISAMPLE, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler2DMSArrayBindless, GL_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(isampler1DBindless, GL_INT_SAMPLER_1D, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(isampler2DBindless, GL_INT_SAMPLER_2D, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(isampler3DBindless, GL_INT_SAMPLER_3D, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(isamplerCubeBindless, GL_INT_SAMPLER_CUBE, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(isampler1DArrayBindless, GL_INT_SAMPLER_1D_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT)
> +DECL_TYPE(isampler2DArrayBindless, GL_INT_SAMPLER_2D_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT)
> +DECL_TYPE(isamplerCubeArrayBindless, GL_INT_SAMPLER_CUBE_MAP_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT)
> +DECL_TYPE(isampler2DRectBindless, GL_INT_SAMPLER_2D_RECT, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(isamplerBufferBindless, GL_INT_SAMPLER_BUFFER, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(isampler2DMSBindless, GL_INT_SAMPLER_2D_MULTISAMPLE, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(isampler2DMSArrayBindless, GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_INT)
> +DECL_TYPE(usampler1DBindless, GL_UNSIGNED_INT_SAMPLER_1D, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(usampler2DBindless, GL_UNSIGNED_INT_SAMPLER_2D, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(usampler3DBindless, GL_UNSIGNED_INT_SAMPLER_3D, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(usamplerCubeBindless, GL_UNSIGNED_INT_SAMPLER_CUBE, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(usampler1DArrayBindless, GL_UNSIGNED_INT_SAMPLER_1D_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT)
> +DECL_TYPE(usampler2DArrayBindless, GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT)
> +DECL_TYPE(usamplerCubeArrayBindless, GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT)
> +DECL_TYPE(usampler2DRectBindless, GL_UNSIGNED_INT_SAMPLER_2D_RECT, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(usamplerBufferBindless, GL_UNSIGNED_INT_SAMPLER_BUFFER, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(usampler2DMSBindless, GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(usampler2DMSArrayBindless, GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_UINT)
> +DECL_TYPE(sampler1DShadowBindless, GL_SAMPLER_1D_SHADOW, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler2DShadowBindless, GL_SAMPLER_2D_SHADOW, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(samplerCubeShadowBindless, GL_SAMPLER_CUBE_SHADOW, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler1DArrayShadowBindless, GL_SAMPLER_1D_ARRAY_SHADOW, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler2DArrayShadowBindless, GL_SAMPLER_2D_ARRAY_SHADOW, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(samplerCubeArrayShadowBindless, GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 1, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(sampler2DRectShadowBindless, GL_SAMPLER_2D_RECT_SHADOW, GLSL_TYPE_BINDLESS_SAMPLER, GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT)
> +
> +DECL_TYPE(image1DBindless, GL_IMAGE_1D, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(image2DBindless, GL_IMAGE_2D, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(image3DBindless, GL_IMAGE_3D, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(image2DRectBindless, GL_IMAGE_2D_RECT, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(imageCubeBindless, GL_IMAGE_CUBE, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(imageBufferBindless, GL_IMAGE_BUFFER, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(image1DArrayBindless, GL_IMAGE_1D_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(image2DArrayBindless, GL_IMAGE_2D_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(imageCubeArrayBindless, GL_IMAGE_CUBE_MAP_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(image2DMSBindless, GL_IMAGE_2D_MULTISAMPLE, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_FLOAT)
> +DECL_TYPE(image2DMSArrayBindless, GL_IMAGE_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_FLOAT)
> +DECL_TYPE(iimage1DBindless, GL_INT_IMAGE_1D, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(iimage2DBindless, GL_INT_IMAGE_2D, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(iimage3DBindless, GL_INT_IMAGE_3D, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(iimage2DRectBindless, GL_INT_IMAGE_2D_RECT, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(iimageCubeBindless, GL_INT_IMAGE_CUBE, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(iimageBufferBindless, GL_INT_IMAGE_BUFFER, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(iimage1DArrayBindless, GL_INT_IMAGE_1D_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT)
> +DECL_TYPE(iimage2DArrayBindless, GL_INT_IMAGE_2D_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT)
> +DECL_TYPE(iimageCubeArrayBindless, GL_INT_IMAGE_CUBE_MAP_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT)
> +DECL_TYPE(iimage2DMSBindless, GL_INT_IMAGE_2D_MULTISAMPLE, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_INT)
> +DECL_TYPE(iimage2DMSArrayBindless, GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_INT)
> +DECL_TYPE(uimage1DBindless, GL_UNSIGNED_INT_IMAGE_1D, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(uimage2DBindless, GL_UNSIGNED_INT_IMAGE_2D, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(uimage3DBindless, GL_UNSIGNED_INT_IMAGE_3D, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(uimage2DRectBindless, GL_UNSIGNED_INT_IMAGE_2D_RECT, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(uimageCubeBindless, GL_UNSIGNED_INT_IMAGE_CUBE, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(uimageBufferBindless, GL_UNSIGNED_INT_IMAGE_BUFFER, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(uimage1DArrayBindless, GL_UNSIGNED_INT_IMAGE_1D_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT)
> +DECL_TYPE(uimage2DArrayBindless, GL_UNSIGNED_INT_IMAGE_2D_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT)
> +DECL_TYPE(uimageCubeArrayBindless, GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT)
> +DECL_TYPE(uimage2DMSBindless, GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_UINT)
> +DECL_TYPE(uimage2DMSArrayBindless, GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_BINDLESS_IMAGE, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_UINT)
> --
> 2.12.2
>
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