glsl: make sampler/image types as 64-bit
authorSamuel Pitoiset <samuel.pitoiset@gmail.com>
Thu, 20 Apr 2017 17:13:50 +0000 (19:13 +0200)
committerSamuel Pitoiset <samuel.pitoiset@gmail.com>
Sat, 6 May 2017 14:40:19 +0000 (16:40 +0200)
commitbecc87b84a01d0b9c6efb5a979dfb44c53095c4d
tree4f6642012239e984ede99edec29510874aa6f65a
parent042eee2067dc937e8d7e9b54829c5c4b8706dc27
glsl: make sampler/image types as 64-bit

The ARB_bindless_texture spec says:

   "Samplers are represented using 64-bit integer handles."

and,

   "Images are represented using 64-bit integer handles."

It seems simpler to always consider sampler and image types
as 64-bit unsigned integer.

This introduces a temporary workaround in _mesa_get_uniform()
because at this point no flag are used to distinguish between
bound and bindless samplers. This is going to be removed in a
separate series. This avoids breaking arb_shader_image_load_store-state.

v3: - update the comment slightly

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_types.h
src/mesa/main/uniform_query.cpp