[Mesa-dev] [PATCH v3 24/63] mesa: associate uniform storage to bindless samplers/images

Samuel Pitoiset samuel.pitoiset at gmail.com
Fri Jun 9 13:35:22 UTC 2017


When a bindless sampler/image is bound to a texture/image unit,
we have to overwrite the constant value by the resident handle
directly in the constant buffer before the next draw.

One solution is to keep track of a pointer to the data.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
---
 src/mesa/program/ir_to_mesa.cpp | 25 +++++++++++++++++++++++++
 1 file changed, 25 insertions(+)

diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index f6608af224..775211cefb 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2533,6 +2533,7 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
                                 bool propagate_to_storage)
 {
    struct gl_program_parameter_list *params = prog->Parameters;
+   gl_shader_stage shader_type = prog->info.stage;
 
    /* After adding each uniform to the parameter list, connect the storage for
     * the parameter with the tracking structure used by the API for the
@@ -2615,6 +2616,30 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
                                              format,
                                              &params->ParameterValues[i]);
 
+         /* When a bindless sampler/image is bound to a texture/image unit, we
+          * have to overwrite the constant value by the resident handle
+          * directly in the constant buffer before the next draw. One solution
+          * is to keep track a pointer to the base of the data.
+          */
+         if (storage->is_bindless && (prog->sh.NumBindlessSamplers ||
+                                      prog->sh.NumBindlessImages)) {
+            unsigned array_elements = MAX2(1, storage->array_elements);
+
+            for (unsigned j = 0; j < array_elements; ++j) {
+               unsigned unit = storage->opaque[shader_type].index + j;
+
+               if (storage->type->without_array()->is_sampler()) {
+                  assert(unit >= 0 && unit < prog->sh.NumBindlessSamplers);
+                  prog->sh.BindlessSamplers[unit].data =
+                     &params->ParameterValues[i] + j;
+               } else if (storage->type->without_array()->is_image()) {
+                  assert(unit >= 0 && unit < prog->sh.NumBindlessImages);
+                  prog->sh.BindlessImages[unit].data =
+                     &params->ParameterValues[i] + j;
+               }
+            }
+         }
+
          /* After attaching the driver's storage to the uniform, propagate any
           * data from the linker's backing store.  This will cause values from
           * initializers in the source code to be copied over.
-- 
2.13.1



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