From 31154f097519af5143dfb3ffe67b9fe731f81b6e Mon Sep 17 00:00:00 2001 From: Samuel Pitoiset Date: Thu, 11 May 2017 17:37:27 +0200 Subject: [PATCH] glsl: set the explicit binding value for bindless samplers/images MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit This handles a situation like: layout (bindless_sampler, binding = 7) uniform sampler2D; Signed-off-by: Samuel Pitoiset Reviewed-by: Nicolai Hähnle --- .../glsl/link_uniform_initializers.cpp | 35 +++++++++++++++---- 1 file changed, 29 insertions(+), 6 deletions(-) diff --git a/src/compiler/glsl/link_uniform_initializers.cpp b/src/compiler/glsl/link_uniform_initializers.cpp index bc3dcab7c35..e7f9c9d8ac0 100644 --- a/src/compiler/glsl/link_uniform_initializers.cpp +++ b/src/compiler/glsl/link_uniform_initializers.cpp @@ -140,16 +140,39 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog, if (storage->type->is_sampler()) { for (unsigned i = 0; i < elements; i++) { const unsigned index = storage->opaque[sh].index + i; - if (index >= ARRAY_SIZE(shader->Program->SamplerUnits)) - break; - shader->Program->SamplerUnits[index] = storage->storage[i].i; + + if (var->data.bindless) { + if (index >= shader->Program->sh.NumBindlessSamplers) + break; + shader->Program->sh.BindlessSamplers[index].unit = + storage->storage[i].i; + shader->Program->sh.BindlessSamplers[index].bound = true; + shader->Program->sh.HasBoundBindlessSampler = true; + } else { + if (index >= ARRAY_SIZE(shader->Program->SamplerUnits)) + break; + shader->Program->SamplerUnits[index] = + storage->storage[i].i; + } } } else if (storage->type->is_image()) { for (unsigned i = 0; i < elements; i++) { const unsigned index = storage->opaque[sh].index + i; - if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits)) - break; - shader->Program->sh.ImageUnits[index] = storage->storage[i].i; + + + if (var->data.bindless) { + if (index >= shader->Program->sh.NumBindlessImages) + break; + shader->Program->sh.BindlessImages[index].unit = + storage->storage[i].i; + shader->Program->sh.BindlessImages[index].bound = true; + shader->Program->sh.HasBoundBindlessImage = true; + } else { + if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits)) + break; + shader->Program->sh.ImageUnits[index] = + storage->storage[i].i; + } } } } -- 2.30.2