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author | Samuel Pitoiset <[email protected]> | 2017-05-11 17:29:47 +0200 |
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committer | Samuel Pitoiset <[email protected]> | 2017-06-14 10:04:36 +0200 |
commit | 444b703a88f8a9c6487db278e8e4331e9fb87d12 (patch) | |
tree | 1dd42516528e3516a8a09c537f30cb34a00ba993 /src/mesa/program | |
parent | 4fe2a6ba7a3ef56b806a4e3888a47f05097e02f2 (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]>
Diffstat (limited to 'src/mesa/program')
0 files changed, 0 insertions, 0 deletions