glsl: allow bindless samplers/images to be initialized
From section 4.1.7 of the ARB_bindless_texture spec: "Samplers may be declared as shader inputs and outputs, as uniform variables, as temporary variables, and as function parameters." From section 4.1.X of the ARB_bindless_texture spec: "Images may be declared as shader inputs and outputs, as uniform variables, as temporary variables, and as function parameters." v3: - add spec comment - update the glsl error message Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -4333,11 +4333,22 @@ process_initializer(ir_variable *var, ast_declaration *decl,
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* "Opaque variables [...] are initialized only through the
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* OpenGL API; they cannot be declared with an initializer in a
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* shader."
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*
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* From section 4.1.7 of the ARB_bindless_texture spec:
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*
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* "Samplers may be declared as shader inputs and outputs, as uniform
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* variables, as temporary variables, and as function parameters."
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*
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* From section 4.1.X of the ARB_bindless_texture spec:
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*
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* "Images may be declared as shader inputs and outputs, as uniform
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* variables, as temporary variables, and as function parameters."
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*/
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if (var->type->contains_opaque()) {
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if (var->type->contains_atomic() ||
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(!state->has_bindless() && var->type->contains_opaque())) {
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_mesa_glsl_error(&initializer_loc, state,
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"cannot initialize opaque variable %s",
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var->name);
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"cannot initialize %s variable %s",
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var->name, state->has_bindless() ? "atomic" : "opaque");
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}
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if ((var->data.mode == ir_var_shader_in) && (state->current_function == NULL)) {
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