mesa: associate uniform storage to bindless samplers/images

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 of a pointer to the data.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Samuel Pitoiset 2017-05-11 18:23:34 +02:00
parent 878a6e6eed
commit 804e6f2b76

View file

@ -2533,6 +2533,7 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
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
@ -2615,6 +2616,30 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
format,
&params->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 =
&params->ParameterValues[i] + j;
} else if (storage->type->without_array()->is_image()) {
assert(unit >= 0 && unit < prog->sh.NumBindlessImages);
prog->sh.BindlessImages[unit].data =
&params->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.