bool propagate_to_storage)
{
struct gl_program_parameter_list *params = prog->Parameters;
+ gl_shader_stage shader_type = prog->info.stage;
/* After adding each uniform to the parameter list, connect the storage for
* the parameter with the tracking structure used by the API for the
format,
¶ms->ParameterValues[i]);
+ /* When a bindless sampler/image is bound to a texture/image unit, we
+ * have to overwrite the constant value by the resident handle
+ * directly in the constant buffer before the next draw. One solution
+ * is to keep track a pointer to the base of the data.
+ */
+ if (storage->is_bindless && (prog->sh.NumBindlessSamplers ||
+ prog->sh.NumBindlessImages)) {
+ unsigned array_elements = MAX2(1, storage->array_elements);
+
+ for (unsigned j = 0; j < array_elements; ++j) {
+ unsigned unit = storage->opaque[shader_type].index + j;
+
+ if (storage->type->without_array()->is_sampler()) {
+ assert(unit >= 0 && unit < prog->sh.NumBindlessSamplers);
+ prog->sh.BindlessSamplers[unit].data =
+ ¶ms->ParameterValues[i] + j;
+ } else if (storage->type->without_array()->is_image()) {
+ assert(unit >= 0 && unit < prog->sh.NumBindlessImages);
+ prog->sh.BindlessImages[unit].data =
+ ¶ms->ParameterValues[i] + j;
+ }
+ }
+ }
+
/* After attaching the driver's storage to the uniform, propagate any
* data from the linker's backing store. This will cause values from
* initializers in the source code to be copied over.