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authorSamuel Pitoiset <[email protected]>2017-05-11 17:29:47 +0200
committerSamuel Pitoiset <[email protected]>2017-06-14 10:04:36 +0200
commit444b703a88f8a9c6487db278e8e4331e9fb87d12 (patch)
tree1dd42516528e3516a8a09c537f30cb34a00ba993 /src/mesa/program
parent4fe2a6ba7a3ef56b806a4e3888a47f05097e02f2 (diff)
mesa: add infrastructure for bindless samplers/images bound to units
Yes, ARB_bindless_texture allows to do this. In other words, in a situation like: layout (bindless_sampler) uniform sampler2D tex; The 'tex' sampler uniform can be either set with glUniform1() (old-style bound samplers) or with glUniformHandleui() (resident handles). When glUniform1() is used, we have to somehow make the texture resident "under the hood". This is done by requesting a texture handle to the driver, making the handle resident in the current context and overwriting the value directly in the constant buffer. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
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