glsl: process uniform images declared bindless
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -1153,6 +1153,13 @@ write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
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sizeof(struct gl_bindless_sampler));
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}
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blob_write_uint32(metadata, glprog->sh.NumBindlessImages);
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blob_write_uint32(metadata, glprog->sh.HasBoundBindlessImage);
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for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
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blob_write_bytes(metadata, &glprog->sh.BindlessImages[i],
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sizeof(struct gl_bindless_image));
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}
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write_shader_parameters(metadata, glprog->Parameters);
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}
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@@ -1191,6 +1198,19 @@ read_shader_metadata(struct blob_reader *metadata,
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}
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}
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glprog->sh.NumBindlessImages = blob_read_uint32(metadata);
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glprog->sh.HasBoundBindlessImage = blob_read_uint32(metadata);
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if (glprog->sh.NumBindlessImages > 0) {
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glprog->sh.BindlessImages =
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rzalloc_array(glprog, gl_bindless_image,
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glprog->sh.NumBindlessImages);
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for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
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blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessImages[i],
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sizeof(struct gl_bindless_image));
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}
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}
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glprog->Parameters = _mesa_new_parameter_list();
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read_shader_parameters(metadata, glprog->Parameters);
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}
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