[Mesa-dev] [PATCH v3 14/63] mesa: add infrastructure for bindless samplers/images bound to units
Samuel Pitoiset
samuel.pitoiset at gmail.com
Fri Jun 9 13:35:12 UTC 2017
Yes, ARB_bindless_texture allows to do this. In other words, in
a situation like:
layout (bindless_sampler) uniform sampler2D tex;
The 'tex' sampler uniform can be either set with glUniform1()
(old-style bound samplers) or with glUniformHandleui() (resident
handles).
When glUniform1() is used, we have to somehow make the texture
resident "under the hood". This is done by requesting a texture
handle to the driver, making the handle resident in the current
context and overwriting the value directly in the constant buffer.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
---
src/mesa/main/mtypes.h | 52 ++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 52 insertions(+)
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 822c846137..f1db143f37 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -1991,6 +1991,42 @@ struct gl_perf_query_state
/**
+ * A bindless sampler object.
+ */
+struct gl_bindless_sampler
+{
+ /** Texture unit (set by glUniform1()). */
+ GLubyte unit;
+
+ /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
+ gl_texture_index target;
+
+ /** Whether this bindless sampler is bound to a unit. */
+ GLboolean bound;
+
+ /** Pointer to the base of the data. */
+ GLvoid *data;
+};
+
+/**
+ * A bindless image object.
+ */
+struct gl_bindless_image
+{
+ /** Image unit (set by glUniform1()). */
+ GLubyte unit;
+
+ /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
+ GLenum access;
+
+ /** Whether this bindless image is bound to a unit. */
+ GLboolean bound;
+
+ /** Pointer to the base of the data. */
+ GLvoid *data;
+};
+
+/**
* Names of the various vertex/fragment program register files, etc.
*
* NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
@@ -2124,6 +2160,22 @@ struct gl_program
*/
gl_texture_index SamplerTargets[MAX_SAMPLERS];
+ /**
+ * Number of samplers declared with the bindless_sampler layout
+ * qualifier as specified by ARB_bindless_texture.
+ */
+ GLuint NumBindlessSamplers;
+ GLboolean HasBoundBindlessSampler;
+ struct gl_bindless_sampler *BindlessSamplers;
+
+ /**
+ * Number of images declared with the bindless_image layout qualifier
+ * as specified by ARB_bindless_texture.
+ */
+ GLuint NumBindlessImages;
+ GLboolean HasBoundBindlessImage;
+ struct gl_bindless_image *BindlessImages;
+
union {
struct {
/**
--
2.13.1
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