[Mesa-dev] [PATCH v3 18/63] glsl: set the explicit binding value for bindless samplers/images
Samuel Pitoiset
samuel.pitoiset at gmail.com
Fri Jun 9 13:35:16 UTC 2017
This handles a situation like:
layout (bindless_sampler, binding = 7) uniform sampler2D;
Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
---
src/compiler/glsl/link_uniform_initializers.cpp | 35 ++++++++++++++++++++-----
1 file changed, 29 insertions(+), 6 deletions(-)
diff --git a/src/compiler/glsl/link_uniform_initializers.cpp b/src/compiler/glsl/link_uniform_initializers.cpp
index bc3dcab7c3..e7f9c9d8ac 100644
--- a/src/compiler/glsl/link_uniform_initializers.cpp
+++ b/src/compiler/glsl/link_uniform_initializers.cpp
@@ -140,16 +140,39 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
if (storage->type->is_sampler()) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
- if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
- break;
- shader->Program->SamplerUnits[index] = storage->storage[i].i;
+
+ if (var->data.bindless) {
+ if (index >= shader->Program->sh.NumBindlessSamplers)
+ break;
+ shader->Program->sh.BindlessSamplers[index].unit =
+ storage->storage[i].i;
+ shader->Program->sh.BindlessSamplers[index].bound = true;
+ shader->Program->sh.HasBoundBindlessSampler = true;
+ } else {
+ if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
+ break;
+ shader->Program->SamplerUnits[index] =
+ storage->storage[i].i;
+ }
}
} else if (storage->type->is_image()) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
- if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
- break;
- shader->Program->sh.ImageUnits[index] = storage->storage[i].i;
+
+
+ if (var->data.bindless) {
+ if (index >= shader->Program->sh.NumBindlessImages)
+ break;
+ shader->Program->sh.BindlessImages[index].unit =
+ storage->storage[i].i;
+ shader->Program->sh.BindlessImages[index].bound = true;
+ shader->Program->sh.HasBoundBindlessImage = true;
+ } else {
+ if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
+ break;
+ shader->Program->sh.ImageUnits[index] =
+ storage->storage[i].i;
+ }
}
}
}
--
2.13.1
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