[Mesa-dev] [PATCH v3 04/32] glsl: make component_slots() returns 2 for samplers/images
Samuel Pitoiset
samuel.pitoiset at gmail.com
Tue May 2 20:53:25 UTC 2017
Bindless samplers/images are 64-bit unsigned integers, which
means they consume two components as specified by
ARB_bindless_texture.
It looks like we are not wasting uniform storage by changing
this because default-block uniforms are not packed. So, if
we use N uint uniforms, they occupy N * 16 bytes in the
constant buffer. This is something that could be improved.
Though, count_uniform_size needs to be adjusted to not count
a sampler (or image) twice.
As a side effect, this will probably break the cache if you
have one because it will consider sampler/image types as
two components.
v3: - update the comments
Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
---
src/compiler/glsl/link_uniforms.cpp | 8 ++++++--
src/compiler/glsl_types.cpp | 2 ++
2 files changed, 8 insertions(+), 2 deletions(-)
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index f1e0885fbd..0a199dbbd6 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -340,9 +340,13 @@ private:
if (type->contains_subroutine()) {
this->num_shader_subroutines += values;
} else if (type->contains_sampler()) {
- this->num_shader_samplers += values;
+ /* Samplers (bound or bindless) are counted as two components as
+ * specified by ARB_bindless_texture. */
+ this->num_shader_samplers += values / 2;
} else if (type->contains_image()) {
- this->num_shader_images += values;
+ /* Images (bound or bindless) are counted as two components as
+ * specified by ARB_bindless_texture. */
+ this->num_shader_images += values / 2;
/* As drivers are likely to represent image uniforms as
* scalar indices, count them against the limit of uniform
diff --git a/src/compiler/glsl_types.cpp b/src/compiler/glsl_types.cpp
index bf078ad614..89f611d0cb 100644
--- a/src/compiler/glsl_types.cpp
+++ b/src/compiler/glsl_types.cpp
@@ -1293,6 +1293,8 @@ glsl_type::component_slots() const
case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_IMAGE:
+ return 2;
+
case GLSL_TYPE_SUBROUTINE:
return 1;
--
2.12.2
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