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authorSamuel Pitoiset <[email protected]>2017-02-24 19:24:56 +0100
committerSamuel Pitoiset <[email protected]>2017-06-14 10:04:36 +0200
commit326a82a255c1a72376ce2b7f3d878bfff5cb9621 (patch)
tree0e915868eecb94a8435ed619ab212272a6c2f7b4 /src/mesa/main/uniform_query.cpp
parentafb141156f09e7f2f22b88eeefe8e0800c26c1d6 (diff)
mesa: add support for glUniformHandleui64*ARB()
Bindless sampler/image handles are represented using 64-bit unsigned integers. The ARB_bindless_texture spec says: "The error INVALID_OPERATION is generated by UniformHandleui64{v}ARB if the sampler or image uniform being updated has the "bound_sampler" or "bound_image" layout qualifier"." Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/mesa/main/uniform_query.cpp')
-rw-r--r--src/mesa/main/uniform_query.cpp64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index e6c78bf69c3..c0e3ca45e56 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -1274,6 +1274,70 @@ _mesa_uniform_matrix(GLint location, GLsizei count,
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
}
+/**
+ * Called via glUniformHandleui64*ARB() functions.
+ */
+extern "C" void
+_mesa_uniform_handle(GLint location, GLsizei count, const GLvoid *values,
+ struct gl_context *ctx, struct gl_shader_program *shProg)
+{
+ unsigned offset;
+ struct gl_uniform_storage *const uni =
+ validate_uniform_parameters(location, count, &offset,
+ ctx, shProg, "glUniformHandleui64*ARB");
+ if (uni == NULL)
+ return;
+
+ if (!uni->is_bindless) {
+ /* From section "Errors" of the ARB_bindless_texture spec:
+ *
+ * "The error INVALID_OPERATION is generated by
+ * UniformHandleui64{v}ARB if the sampler or image uniform being
+ * updated has the "bound_sampler" or "bound_image" layout qualifier."
+ *
+ * From section 4.4.6 of the ARB_bindless_texture spec:
+ *
+ * "In the absence of these qualifiers, sampler and image uniforms are
+ * considered "bound". Additionally, if GL_ARB_bindless_texture is not
+ * enabled, these uniforms are considered "bound"."
+ */
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformHandleui64*ARB(non-bindless sampler/image uniform)");
+ return;
+ }
+
+ const unsigned components = uni->type->vector_elements;
+ const int size_mul = 2;
+
+ if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
+ log_uniform(values, GLSL_TYPE_UINT64, components, 1, count,
+ false, shProg, location, uni);
+ }
+
+ /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
+ *
+ * "When loading N elements starting at an arbitrary position k in a
+ * uniform declared as an array, elements k through k + N - 1 in the
+ * array will be replaced with the new values. Values for any array
+ * element that exceeds the highest array element index used, as
+ * reported by GetActiveUniform, will be ignored by the GL."
+ *
+ * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
+ * will have already generated an error.
+ */
+ if (uni->array_elements != 0) {
+ count = MIN2(count, (int) (uni->array_elements - offset));
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+
+ /* Store the data in the "actual type" backing storage for the uniform.
+ */
+ memcpy(&uni->storage[size_mul * components * offset], values,
+ sizeof(uni->storage[0]) * components * count * size_mul);
+
+ _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
+}
extern "C" bool
_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,