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>
{
return type == GLSL_TYPE_DOUBLE ||
type == GLSL_TYPE_UINT64 ||
- type == GLSL_TYPE_INT64;
+ type == GLSL_TYPE_INT64 ||
+ type == GLSL_TYPE_IMAGE ||
+ type == GLSL_TYPE_SAMPLER;
}
enum glsl_sampler_dim {
{
unsigned elements = uni->type->components();
- const int dmul = uni->type->is_64bit() ? 2 : 1;
+ /* XXX: Remove the sampler/image check workarounds when bindless is fully
+ * implemented.
+ */
+ const int dmul =
+ (uni->type->is_64bit() && !uni->type->is_sampler() && !uni->type->is_image()) ? 2 : 1;
const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1;
/* Calculate the source base address *BEFORE* modifying elements to