[Mesa-dev] [RFC PATCH 19/65] mesa: update textures for bindless samplers bound to texture units
Samuel Pitoiset
samuel.pitoiset at gmail.com
Fri May 19 16:52:24 UTC 2017
This is analogous to the existing SamplerUnits and SamplerTargets,
but it loops over bindless samplers bound to texture units.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
---
src/mesa/main/texstate.c | 18 +++++++++++++++++-
src/mesa/main/uniforms.c | 17 ++++++++++++++++-
2 files changed, 33 insertions(+), 2 deletions(-)
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 4fd853f386..4bac9c040c 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -690,6 +690,7 @@ update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
for (i = 0; i < MESA_SHADER_STAGES; i++) {
GLbitfield mask;
+ GLuint s;
if (!prog[i])
continue;
@@ -697,12 +698,27 @@ update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
mask = prog[i]->SamplersUsed;
while (mask) {
- const int s = u_bit_scan(&mask);
+ s = u_bit_scan(&mask);
update_single_program_texture_state(ctx, prog[i],
prog[i]->SamplerUnits[s],
enabled_texture_units);
}
+
+ if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) {
+ /* Loop over bindless samplers bound to texture units.
+ */
+ for (s = 0; s < prog[i]->sh.NumBindlessSamplers; s++) {
+ struct gl_bindless_sampler *sampler =
+ &prog[i]->sh.BindlessSamplers[s];
+
+ if (!sampler->bound)
+ continue;
+
+ update_single_program_texture_state(ctx, prog[i], sampler->unit,
+ enabled_texture_units);
+ }
+ }
}
if (prog[MESA_SHADER_FRAGMENT]) {
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 6706f794d7..91c3bf66f8 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -105,18 +105,33 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
gl_shader_stage prog_stage =
_mesa_program_enum_to_shader_stage(prog->Target);
struct gl_linked_shader *shader = shProg->_LinkedShaders[prog_stage];
+ GLuint s;
assert(shader);
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
while (mask) {
- const int s = u_bit_scan(&mask);
+ s = u_bit_scan(&mask);
update_single_shader_texture_used(shProg, prog,
prog->SamplerUnits[s],
prog->sh.SamplerTargets[s]);
}
+
+ if (unlikely(prog->sh.HasBoundBindlessSampler)) {
+ /* Loop over bindless samplers bound to texture units.
+ */
+ for (s = 0; s < prog->sh.NumBindlessSamplers; s++) {
+ struct gl_bindless_sampler *sampler = &prog->sh.BindlessSamplers[s];
+
+ if (!sampler->bound)
+ continue;
+
+ update_single_shader_texture_used(shProg, prog, sampler->unit,
+ sampler->target);
+ }
+ }
}
/**
--
2.13.0
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