Is this because of the 64 bit handles? If so, I think I agree with you. According to the ARB_bindless_texture spec changes: "When used as shader inputs, outputs, uniform block members, or temporaries, the value of the sampler is a 64-bit unsigned integer handle and never refers to a texture image unit."
However, should we consume 2 locs only if ARB_bindless_texture is present, or always? On Fri, Aug 22, 2014 at 8:36 AM, Dave Airlie <airl...@gmail.com> wrote: > In the future for ARB_bindless_texture we might want this to be 2, I'm > not sure if we should just do that now. > > Dave. > > On 22 August 2014 09:25, Micael Dias <kam1k...@gmail.com> wrote: > > --- > > If samplers occupy zero locations we can run into a lot of issues. See > #82921. > > I briefly tested this with my own code (which was previously crashing and > > misbehaving) and also ran other apps and everything seems to work fine. > > I'm not used to contributing code in this fashion, so please forgive me > if I'm > > making some mistake. Thanks. > > > > src/glsl/glsl_types.cpp | 2 ++ > > 1 file changed, 2 insertions(+) > > > > diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp > > index 66e9b13..cc05193 100644 > > --- a/src/glsl/glsl_types.cpp > > +++ b/src/glsl/glsl_types.cpp > > @@ -691,6 +691,8 @@ glsl_type::uniform_locations() const > > return size; > > case GLSL_TYPE_ARRAY: > > return this->length * this->fields.array->uniform_locations(); > > + case GLSL_TYPE_SAMPLER: > > + return 1; > > default: > > break; > > } > > -- > > 2.1.0 > > > > _______________________________________________ > > mesa-dev mailing list > > mesa-dev@lists.freedesktop.org > > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > -- Micael Dias
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