diff options
author | Samuel Pitoiset <[email protected]> | 2017-05-11 17:37:27 +0200 |
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committer | Samuel Pitoiset <[email protected]> | 2017-06-14 10:04:36 +0200 |
commit | 31154f097519af5143dfb3ffe67b9fe731f81b6e (patch) | |
tree | cb7fbe76cf83dafc0ae41731d74600969117ca13 /src/compiler | |
parent | e3c6fba5d69a6695d7bc431440fa1f9276e82b10 (diff) |
glsl: set the explicit binding value for bindless samplers/images
This handles a situation like:
layout (bindless_sampler, binding = 7) uniform sampler2D;
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/glsl/link_uniform_initializers.cpp | 35 |
1 files changed, 29 insertions, 6 deletions
diff --git a/src/compiler/glsl/link_uniform_initializers.cpp b/src/compiler/glsl/link_uniform_initializers.cpp index bc3dcab7c35..e7f9c9d8ac0 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; + } } } } |