glsl: implement ARB_bindless_texture conversions
From section 5.4.1 of the ARB_bindless_texture spec:
"In the following four constructors, the low 32 bits of the
sampler type correspond to the .x component of the uvec2 and
the high 32 bits correspond to the .y component."
uvec2(any sampler type) // Converts a sampler type to a
// pair of 32-bit unsigned integers
any sampler type(uvec2) // Converts a pair of 32-bit unsigned integers to
// a sampler type
uvec2(any image type) // Converts an image type to a
// pair of 32-bit unsigned integers
any image type(uvec2) // Converts a pair of 32-bit unsigned integers to
// an image type
v4: - fix up comment style
v3: - rebase (and remove (sampler) ? 1 : vector_elements)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>