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mesa: update textures for bindless samplers bound to texture units
This is analogous to the existing SamplerUnits and SamplerTargets, but it loops over bindless samplers bound to texture units. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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parent
9eaad42c58
commit
70f2573103
2 changed files with 33 additions and 2 deletions
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@ -704,6 +704,7 @@ update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
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for (i = 0; i < MESA_SHADER_STAGES; i++) {
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GLbitfield mask;
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GLuint s;
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if (!prog[i])
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continue;
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@ -711,12 +712,27 @@ update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
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mask = prog[i]->SamplersUsed;
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while (mask) {
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const int s = u_bit_scan(&mask);
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s = u_bit_scan(&mask);
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update_single_program_texture_state(ctx, prog[i],
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prog[i]->SamplerUnits[s],
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enabled_texture_units);
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}
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if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) {
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/* Loop over bindless samplers bound to texture units.
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*/
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for (s = 0; s < prog[i]->sh.NumBindlessSamplers; s++) {
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struct gl_bindless_sampler *sampler =
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&prog[i]->sh.BindlessSamplers[s];
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if (!sampler->bound)
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continue;
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update_single_program_texture_state(ctx, prog[i], sampler->unit,
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enabled_texture_units);
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}
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}
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}
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if (prog[MESA_SHADER_FRAGMENT]) {
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@ -105,18 +105,33 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
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gl_shader_stage prog_stage =
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_mesa_program_enum_to_shader_stage(prog->Target);
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struct gl_linked_shader *shader = shProg->_LinkedShaders[prog_stage];
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GLuint s;
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assert(shader);
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memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
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while (mask) {
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const int s = u_bit_scan(&mask);
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s = u_bit_scan(&mask);
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update_single_shader_texture_used(shProg, prog,
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prog->SamplerUnits[s],
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prog->sh.SamplerTargets[s]);
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}
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if (unlikely(prog->sh.HasBoundBindlessSampler)) {
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/* Loop over bindless samplers bound to texture units.
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*/
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for (s = 0; s < prog->sh.NumBindlessSamplers; s++) {
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struct gl_bindless_sampler *sampler = &prog->sh.BindlessSamplers[s];
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if (!sampler->bound)
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continue;
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update_single_shader_texture_used(shProg, prog, sampler->unit,
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sampler->target);
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}
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}
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}
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/**
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