glsl: allow bindless samplers/images as vertex shader inputs

From section 4.3.4 of the ARB_bindless_texture spec:

   "(modify third paragraph of the section to allow sampler and
    image types) ...  Vertex shader inputs can only be float,
    single-precision floating-point scalars, single-precision
    floating-point vectors, matrices, signed and unsigned integers
    and integer vectors, sampler and image types."

v3: - update spec comment formatting

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Samuel Pitoiset
2017-03-20 21:37:03 +01:00
parent 015c0b4a34
commit 8834c74fef

View File

@@ -5097,6 +5097,14 @@ ast_declarator_list::hir(exec_list *instructions,
* vectors, matrices, signed and unsigned integers and integer
* vectors. Vertex shader inputs cannot be arrays or
* structures."
*
* From section 4.3.4 of the ARB_bindless_texture spec:
*
* "(modify third paragraph of the section to allow sampler and
* image types) ... Vertex shader inputs can only be float,
* single-precision floating-point scalars, single-precision
* floating-point vectors, matrices, signed and unsigned
* integers and integer vectors, sampler and image types."
*/
const glsl_type *check_type = var->type->without_array();
@@ -5113,6 +5121,12 @@ ast_declarator_list::hir(exec_list *instructions,
case GLSL_TYPE_DOUBLE:
if (check_type->is_double() && (state->is_version(410, 0) || state->ARB_vertex_attrib_64bit_enable))
break;
case GLSL_TYPE_SAMPLER:
if (check_type->is_sampler() && state->has_bindless())
break;
case GLSL_TYPE_IMAGE:
if (check_type->is_image() && state->has_bindless())
break;
/* FALLTHROUGH */
default:
_mesa_glsl_error(& loc, state,