glsl: make component_slots() returns 2 for samplers/images

Bindless samplers/images are 64-bit unsigned integers, which
means they consume two components as specified by
ARB_bindless_texture.

It looks like we are not wasting uniform storage by changing
this because default-block uniforms are not packed. So, if
we use N uint uniforms, they occupy N * 16 bytes in the
constant buffer. This is something that could be improved.

Though, count_uniform_size needs to be adjusted to not count
a sampler (or image) twice.

As a side effect, this will probably break the cache if you
have one because it will consider sampler/image types as
two components.

v3: - update the comments

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Samuel Pitoiset
2017-04-20 14:42:49 +02:00
parent becc87b84a
commit 1f40343e9a
2 changed files with 8 additions and 2 deletions

View File

@@ -340,9 +340,13 @@ private:
if (type->contains_subroutine()) {
this->num_shader_subroutines += values;
} else if (type->contains_sampler()) {
this->num_shader_samplers += values;
/* Samplers (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture. */
this->num_shader_samplers += values / 2;
} else if (type->contains_image()) {
this->num_shader_images += values;
/* Images (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture. */
this->num_shader_images += values / 2;
/* As drivers are likely to represent image uniforms as
* scalar indices, count them against the limit of uniform

View File

@@ -1293,6 +1293,8 @@ glsl_type::component_slots() const
case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_IMAGE:
return 2;
case GLSL_TYPE_SUBROUTINE:
return 1;