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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
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]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/main/mtypes.h52
1 files changed, 52 insertions, 0 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 8a80f4feb45..7f913608f60 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -1991,6 +1991,42 @@ struct gl_perf_query_state
/**
+ * A bindless sampler object.
+ */
+struct gl_bindless_sampler
+{
+ /** Texture unit (set by glUniform1()). */
+ GLubyte unit;
+
+ /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
+ gl_texture_index target;
+
+ /** Whether this bindless sampler is bound to a unit. */
+ GLboolean bound;
+
+ /** Pointer to the base of the data. */
+ GLvoid *data;
+};
+
+/**
+ * A bindless image object.
+ */
+struct gl_bindless_image
+{
+ /** Image unit (set by glUniform1()). */
+ GLubyte unit;
+
+ /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
+ GLenum access;
+
+ /** Whether this bindless image is bound to a unit. */
+ GLboolean bound;
+
+ /** Pointer to the base of the data. */
+ GLvoid *data;
+};
+
+/**
* Names of the various vertex/fragment program register files, etc.
*
* NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
@@ -2124,6 +2160,22 @@ struct gl_program
*/
gl_texture_index SamplerTargets[MAX_SAMPLERS];
+ /**
+ * Number of samplers declared with the bindless_sampler layout
+ * qualifier as specified by ARB_bindless_texture.
+ */
+ GLuint NumBindlessSamplers;
+ GLboolean HasBoundBindlessSampler;
+ struct gl_bindless_sampler *BindlessSamplers;
+
+ /**
+ * Number of images declared with the bindless_image layout qualifier
+ * as specified by ARB_bindless_texture.
+ */
+ GLuint NumBindlessImages;
+ GLboolean HasBoundBindlessImage;
+ struct gl_bindless_image *BindlessImages;
+
union {
struct {
/**