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authorSamuel Pitoiset <[email protected]>2017-05-11 17:29:53 +0200
committerSamuel Pitoiset <[email protected]>2017-06-14 10:04:36 +0200
commit70f2573103298b0bc6857a3d5d372ca9c1cede97 (patch)
treec14947a39785ff98657c19f870f96f7bd5318ce8 /src/mesa/main
parent9eaad42c58590498a692677d1932a5a83c7b2a05 (diff)
mesa: update textures for bindless samplers bound to texture units
This is analogous to the existing SamplerUnits and SamplerTargets, but it loops over bindless samplers bound to texture units. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/texstate.c18
-rw-r--r--src/mesa/main/uniforms.c17
2 files changed, 33 insertions, 2 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 59b96481663..b3411a87ef9 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -704,6 +704,7 @@ 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;
@@ -711,12 +712,27 @@ 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 6706f794d7e..91c3bf66f8d 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);
+ }
+ }
}
/**