glsl: set the explicit binding value for bindless samplers/images

This handles a situation like:

layout (bindless_sampler, binding = 7) uniform sampler2D;

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 17:37:27 +02:00
parent e3c6fba5d6
commit 31154f0975

View File

@@ -140,16 +140,39 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
if (storage->type->is_sampler()) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
break;
shader->Program->SamplerUnits[index] = storage->storage[i].i;
if (var->data.bindless) {
if (index >= shader->Program->sh.NumBindlessSamplers)
break;
shader->Program->sh.BindlessSamplers[index].unit =
storage->storage[i].i;
shader->Program->sh.BindlessSamplers[index].bound = true;
shader->Program->sh.HasBoundBindlessSampler = true;
} else {
if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
break;
shader->Program->SamplerUnits[index] =
storage->storage[i].i;
}
}
} else if (storage->type->is_image()) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
break;
shader->Program->sh.ImageUnits[index] = storage->storage[i].i;
if (var->data.bindless) {
if (index >= shader->Program->sh.NumBindlessImages)
break;
shader->Program->sh.BindlessImages[index].unit =
storage->storage[i].i;
shader->Program->sh.BindlessImages[index].bound = true;
shader->Program->sh.HasBoundBindlessImage = true;
} else {
if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
break;
shader->Program->sh.ImageUnits[index] =
storage->storage[i].i;
}
}
}
}