[Mesa-dev] [PATCH v2 19/31] glsl: fix explicit binding location for bindless samplers/images
Nicolai Hähnle
nhaehnle at gmail.com
Thu May 4 19:44:37 UTC 2017
On 04.05.2017 20:54, Marek Olšák wrote:
> On Wed, Apr 26, 2017 at 9:40 AM, Nicolai Hähnle <nhaehnle at gmail.com> wrote:
>> On 24.04.2017 12:35, Samuel Pitoiset wrote:
>>>
>>> The ARB_bindless_texture spec says:
>>>
>>> "Interactions with GLSL 4.20"
>>>
>>> "Without GLSL 4.20 support, sampler and image uniforms may only
>>> be initialized through the OpenGL API. With GLSL 4.20, sampler
>>> and image uniforms may be initialized in the shader using
>>>
>>> layout(binding = integer-constant)
>>>
>>> as described in section 4.4.4 "Opaque-Uniform Layout Qualifiers".
>>> When ARB_bindless_texture is supported, these initial binding
>>> values are always taken to mean a texture image or image unit
>>> number, not a bindless handle."
>>>
>>> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
>>> ---
>>> src/compiler/glsl/ast_to_hir.cpp | 20 ++++++++++++++++++++
>>> 1 file changed, 20 insertions(+)
>>>
>>> diff --git a/src/compiler/glsl/ast_to_hir.cpp
>>> b/src/compiler/glsl/ast_to_hir.cpp
>>> index ae81ed95d8..943c25a224 100644
>>> --- a/src/compiler/glsl/ast_to_hir.cpp
>>> +++ b/src/compiler/glsl/ast_to_hir.cpp
>>> @@ -2920,6 +2920,26 @@ apply_explicit_binding(struct
>>> _mesa_glsl_parse_state *state,
>>> return;
>>> }
>>>
>>> + /* The ARB_bindless_texture_spec says:
>>> + *
>>> + * "Interactions with GLSL 4.20"
>>> + *
>>> + * "Without GLSL 4.20 support, sampler and image uniforms may only be
>>> + * initialized through the OpenGL API. With GLSL 4.20, sampler and
>>> image
>>> + * uniforms may be initialized in the shader using
>>> + *
>>> + * layout(binding = integer-constant)
>>> + *
>>> + * as described in section 4.4.4 "Opaque-Uniform Layout Qualifiers".
>>> When
>>> + * ARB_bindless_texture is supported, these initial binding values
>>> are
>>> + * always taken to mean a texture image or image unit number, not a
>>> + * bindless handle."
>>> + */
>>> + if (state->has_bindless() &&
>>> + (base_type->is_sampler() || base_type->is_image())) {
>>> + var->data.bindless = false;
>>> + }
>>
>>
>> I don't think this is correct. The way I understand the spec, saying
>>
>> layout (bindless_sampler, binding = 5) uniform sampler2D s;
>>
>> means that s is still bindless, it's just that it's *initial* value is set
>> up as if the application had called
>>
>> glUniform1i(index of s, 5);
>>
>> You're still allowed to later on change it to a bindless handle by calling
>> one of the glUniformHandleui64* functions.
>
> I don't like this. Are you suggesting that a texture bound to unit 5
> has to be somehow converted to a bindless texture and made resident
> under the hood (in Mesa), so that the bindless shader code works?
I don't think we have much of a choice, unfortunately. I agree it's very
annoying.
This can only happen for default block uniforms, which st/mesa uploads
in a special way anyway. Maybe we can also treat default block bindless
uniforms in a special way?
I don't think this case has been fully implemented in the WIP branches.
Cheers,
Nicolai
--
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Aber vergiss niemals, wie sie sein sollte.
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