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>
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@@ -340,9 +340,13 @@ private:
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if (type->contains_subroutine()) {
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this->num_shader_subroutines += values;
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} else if (type->contains_sampler()) {
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this->num_shader_samplers += values;
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/* Samplers (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture. */
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this->num_shader_samplers += values / 2;
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} else if (type->contains_image()) {
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this->num_shader_images += values;
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/* Images (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture. */
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this->num_shader_images += values / 2;
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/* As drivers are likely to represent image uniforms as
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* scalar indices, count them against the limit of uniform
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@@ -1293,6 +1293,8 @@ glsl_type::component_slots() const
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case GLSL_TYPE_SAMPLER:
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case GLSL_TYPE_IMAGE:
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return 2;
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case GLSL_TYPE_SUBROUTINE:
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return 1;
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