glsl: make component_slots() returns 2 for samplers/images
authorSamuel Pitoiset <samuel.pitoiset@gmail.com>
Thu, 20 Apr 2017 12:42:49 +0000 (14:42 +0200)
committerSamuel Pitoiset <samuel.pitoiset@gmail.com>
Sat, 6 May 2017 14:40:19 +0000 (16:40 +0200)
commit1f40343e9a2a7113d2ee406ceda267975b8e7c5b
tree549ca83b782d599878d253920030da6fac94fedc
parentbecc87b84a01d0b9c6efb5a979dfb44c53095c4d
glsl: make component_slots() returns 2 for samplers/images

Bindless samplers/images are 64-bit unsigned integers, which
means they consume two components as specified by
ARB_bindless_texture.

It looks like we are not wasting uniform storage by changing
this because default-block uniforms are not packed. So, if
we use N uint uniforms, they occupy N * 16 bytes in the
constant buffer. This is something that could be improved.

Though, count_uniform_size needs to be adjusted to not count
a sampler (or image) twice.

As a side effect, this will probably break the cache if you
have one because it will consider sampler/image types as
two components.

v3: - update the comments

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
src/compiler/glsl/link_uniforms.cpp
src/compiler/glsl_types.cpp