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