mtypes: move bindless image/sampler objects to shader_types.h
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14437>
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@@ -1980,45 +1980,6 @@ struct gl_perf_query_state
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};
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/**
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* A bindless sampler object.
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*/
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struct gl_bindless_sampler
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{
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/** Texture unit (set by glUniform1()). */
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GLubyte unit;
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/** Whether this bindless sampler is bound to a unit. */
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GLboolean bound;
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/** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
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gl_texture_index target;
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/** Pointer to the base of the data. */
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GLvoid *data;
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};
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/**
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* A bindless image object.
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*/
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struct gl_bindless_image
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{
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/** Image unit (set by glUniform1()). */
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GLubyte unit;
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/** Whether this bindless image is bound to a unit. */
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GLboolean bound;
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/** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
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* GL_NONE to indicate both read-only and write-only)
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*/
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GLenum16 access;
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/** Pointer to the base of the data. */
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GLvoid *data;
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};
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/**
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* State common to vertex and fragment programs.
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*/
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@@ -33,6 +33,7 @@
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#include "main/config.h" /* for MAX_FEEDBACK_BUFFERS */
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#include "main/glheader.h"
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#include "main/menums.h"
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#include "util/mesa-sha1.h"
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#include "compiler/shader_info.h"
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#include "compiler/glsl/list.h"
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@@ -874,4 +875,43 @@ struct gl_uniform_block
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GLboolean _RowMajor;
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};
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/**
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* A bindless sampler object.
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*/
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struct gl_bindless_sampler
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{
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/** Texture unit (set by glUniform1()). */
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GLubyte unit;
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/** Whether this bindless sampler is bound to a unit. */
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GLboolean bound;
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/** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
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gl_texture_index target;
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/** Pointer to the base of the data. */
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GLvoid *data;
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};
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/**
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* A bindless image object.
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*/
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struct gl_bindless_image
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{
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/** Image unit (set by glUniform1()). */
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GLubyte unit;
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/** Whether this bindless image is bound to a unit. */
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GLboolean bound;
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/** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
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* GL_NONE to indicate both read-only and write-only)
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*/
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GLenum16 access;
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/** Pointer to the base of the data. */
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GLvoid *data;
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};
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#endif
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