glsl: implement ARB_bindless_texture conversions
From section 5.4.1 of the ARB_bindless_texture spec: "In the following four constructors, the low 32 bits of the sampler type correspond to the .x component of the uvec2 and the high 32 bits correspond to the .y component." uvec2(any sampler type) // Converts a sampler type to a // pair of 32-bit unsigned integers any sampler type(uvec2) // Converts a pair of 32-bit unsigned integers to // a sampler type uvec2(any image type) // Converts an image type to a // pair of 32-bit unsigned integers any image type(uvec2) // Converts a pair of 32-bit unsigned integers to // an image type v4: - fix up comment style v3: - rebase (and remove (sampler) ? 1 : vector_elements) 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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@@ -339,6 +339,8 @@ ir_constant::clone(void *mem_ctx, struct hash_table *ht) const
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case GLSL_TYPE_BOOL:
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case GLSL_TYPE_UINT64:
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case GLSL_TYPE_INT64:
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case GLSL_TYPE_SAMPLER:
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case GLSL_TYPE_IMAGE:
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return new(mem_ctx) ir_constant(this->type, &this->value);
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case GLSL_TYPE_STRUCT: {
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@@ -367,8 +369,6 @@ ir_constant::clone(void *mem_ctx, struct hash_table *ht) const
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return c;
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}
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case GLSL_TYPE_SAMPLER:
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case GLSL_TYPE_IMAGE:
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case GLSL_TYPE_ATOMIC_UINT:
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case GLSL_TYPE_VOID:
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case GLSL_TYPE_ERROR:
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