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