glsl: do not count bindless samplers/images when linking uniforms

From section 2.14.8 of the ARB_bindless_texture spec:

    "(modify second paragraph, p. 126) ... against the
     MAX_COMBINED_TEXTURE_IMAGE_UNITS limit.  Samplers accessed
     using texture handles (section 3.9.X) are not counted against
     this limit."

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Samuel Pitoiset
2017-04-19 21:57:02 +02:00
parent 8b4c48673a
commit d6810ea286

View File

@@ -339,11 +339,11 @@ private:
const unsigned values = type->component_slots();
if (type->contains_subroutine()) {
this->num_shader_subroutines += values;
} else if (type->contains_sampler()) {
} else if (type->contains_sampler() && !current_var->data.bindless) {
/* Samplers (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture. */
this->num_shader_samplers += values / 2;
} else if (type->contains_image()) {
} else if (type->contains_image() && !current_var->data.bindless) {
/* Images (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture. */
this->num_shader_images += values / 2;