mesa: add support for glUniformHandleui64*ARB()

Bindless sampler/image handles are represented using 64-bit
unsigned integers.

The ARB_bindless_texture spec says:

   "The error INVALID_OPERATION is generated by UniformHandleui64{v}ARB
   if the sampler or image uniform being updated has the "bound_sampler"
   or "bound_image" layout qualifier"."

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Samuel Pitoiset
2017-02-24 19:24:56 +01:00
parent afb141156f
commit 326a82a255
6 changed files with 92 additions and 0 deletions

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@@ -201,6 +201,12 @@ struct gl_uniform_storage {
* top-level shader storage block member. (GL_TOP_LEVEL_ARRAY_STRIDE). * top-level shader storage block member. (GL_TOP_LEVEL_ARRAY_STRIDE).
*/ */
unsigned top_level_array_stride; unsigned top_level_array_stride;
/**
* Whether this uniform variable has the bindless_sampler or bindless_image
* layout qualifier as specified by ARB_bindless_texture.
*/
bool is_bindless;
}; };
#ifdef __cplusplus #ifdef __cplusplus

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@@ -754,6 +754,7 @@ private:
this->uniforms[id].is_shader_storage = this->uniforms[id].is_shader_storage =
current_var->is_in_shader_storage_block(); current_var->is_in_shader_storage_block();
this->uniforms[id].is_bindless = current_var->data.bindless;
/* Do not assign storage if the uniform is a builtin or buffer object */ /* Do not assign storage if the uniform is a builtin or buffer object */
if (!this->uniforms[id].builtin && if (!this->uniforms[id].builtin &&

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@@ -578,6 +578,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage); blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride); blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major); blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
blob_write_uint32(metadata, prog->data->UniformStorage[i].is_bindless);
blob_write_uint32(metadata, blob_write_uint32(metadata,
prog->data->UniformStorage[i].num_compatible_subroutines); prog->data->UniformStorage[i].num_compatible_subroutines);
blob_write_uint32(metadata, blob_write_uint32(metadata,
@@ -642,6 +643,7 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
uniforms[i].is_shader_storage = blob_read_uint32(metadata); uniforms[i].is_shader_storage = blob_read_uint32(metadata);
uniforms[i].matrix_stride = blob_read_uint32(metadata); uniforms[i].matrix_stride = blob_read_uint32(metadata);
uniforms[i].row_major = blob_read_uint32(metadata); uniforms[i].row_major = blob_read_uint32(metadata);
uniforms[i].is_bindless = blob_read_uint32(metadata);
uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata); uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
uniforms[i].top_level_array_size = blob_read_uint32(metadata); uniforms[i].top_level_array_size = blob_read_uint32(metadata);
uniforms[i].top_level_array_stride = blob_read_uint32(metadata); uniforms[i].top_level_array_stride = blob_read_uint32(metadata);

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@@ -1274,6 +1274,70 @@ _mesa_uniform_matrix(GLint location, GLsizei count,
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count); _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
} }
/**
* Called via glUniformHandleui64*ARB() functions.
*/
extern "C" void
_mesa_uniform_handle(GLint location, GLsizei count, const GLvoid *values,
struct gl_context *ctx, struct gl_shader_program *shProg)
{
unsigned offset;
struct gl_uniform_storage *const uni =
validate_uniform_parameters(location, count, &offset,
ctx, shProg, "glUniformHandleui64*ARB");
if (uni == NULL)
return;
if (!uni->is_bindless) {
/* From section "Errors" of the ARB_bindless_texture spec:
*
* "The error INVALID_OPERATION is generated by
* UniformHandleui64{v}ARB if the sampler or image uniform being
* updated has the "bound_sampler" or "bound_image" layout qualifier."
*
* From section 4.4.6 of the ARB_bindless_texture spec:
*
* "In the absence of these qualifiers, sampler and image uniforms are
* considered "bound". Additionally, if GL_ARB_bindless_texture is not
* enabled, these uniforms are considered "bound"."
*/
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformHandleui64*ARB(non-bindless sampler/image uniform)");
return;
}
const unsigned components = uni->type->vector_elements;
const int size_mul = 2;
if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
log_uniform(values, GLSL_TYPE_UINT64, components, 1, count,
false, shProg, location, uni);
}
/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
*
* "When loading N elements starting at an arbitrary position k in a
* uniform declared as an array, elements k through k + N - 1 in the
* array will be replaced with the new values. Values for any array
* element that exceeds the highest array element index used, as
* reported by GetActiveUniform, will be ignored by the GL."
*
* Clamp 'count' to a valid value. Note that for non-arrays a count > 1
* will have already generated an error.
*/
if (uni->array_elements != 0) {
count = MIN2(count, (int) (uni->array_elements - offset));
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
/* Store the data in the "actual type" backing storage for the uniform.
*/
memcpy(&uni->storage[size_mul * components * offset], values,
sizeof(uni->storage[0]) * components * count * size_mul);
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
}
extern "C" bool extern "C" bool
_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg, _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,

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@@ -297,12 +297,17 @@ _mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value)
void GLAPIENTRY void GLAPIENTRY
_mesa_UniformHandleui64ARB(GLint location, GLuint64 value) _mesa_UniformHandleui64ARB(GLint location, GLuint64 value)
{ {
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_handle(location, 1, &value, ctx, ctx->_Shader->ActiveProgram);
} }
void GLAPIENTRY void GLAPIENTRY
_mesa_UniformHandleui64vARB(GLint location, GLsizei count, _mesa_UniformHandleui64vARB(GLint location, GLsizei count,
const GLuint64 *value) const GLuint64 *value)
{ {
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_handle(location, count, value, ctx,
ctx->_Shader->ActiveProgram);
} }
@@ -501,12 +506,22 @@ void GLAPIENTRY
_mesa_ProgramUniformHandleui64ARB(GLuint program, GLint location, _mesa_ProgramUniformHandleui64ARB(GLuint program, GLint location,
GLuint64 value) GLuint64 value)
{ {
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformHandleui64ARB");
_mesa_uniform_handle(location, 1, &value, ctx, shProg);
} }
void GLAPIENTRY void GLAPIENTRY
_mesa_ProgramUniformHandleui64vARB(GLuint program, GLint location, _mesa_ProgramUniformHandleui64vARB(GLuint program, GLint location,
GLsizei count, const GLuint64 *values) GLsizei count, const GLuint64 *values)
{ {
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformHandleui64vARB");
_mesa_uniform_handle(location, count, values, ctx, shProg);
} }

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@@ -452,6 +452,10 @@ _mesa_uniform_matrix(GLint location, GLsizei count,
struct gl_context *, struct gl_shader_program *, struct gl_context *, struct gl_shader_program *,
GLuint cols, GLuint rows, enum glsl_base_type basicType); GLuint cols, GLuint rows, enum glsl_base_type basicType);
void
_mesa_uniform_handle(GLint location, GLsizei count, const GLvoid *values,
struct gl_context *, struct gl_shader_program *);
void void
_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
GLsizei bufSize, enum glsl_base_type returnType, GLsizei bufSize, enum glsl_base_type returnType,