On Mon, May 28, 2018 at 5:29 AM, Nicolai Hähnle <nhaeh...@gmail.com> wrote:

> On 25.05.2018 23:03, Marek Olšák wrote:
>
>> From: Marek Olšák <marek.ol...@amd.com>
>>
>> Bindless texture handles can be passed via vertex attribs using this type.
>> This fixes a bunch of bindless piglit tests on radeonsi.
>>
>> Cc: 18.0 18.1 <mesa-sta...@lists.freedesktop.org>
>> ---
>>   src/mesa/state_tracker/st_atom_array.c | 3 +++
>>   1 file changed, 3 insertions(+)
>>
>> diff --git a/src/mesa/state_tracker/st_atom_array.c
>> b/src/mesa/state_tracker/st_atom_array.c
>> index 9a0935e21a5..76dc81975c8 100644
>> --- a/src/mesa/state_tracker/st_atom_array.c
>> +++ b/src/mesa/state_tracker/st_atom_array.c
>> @@ -292,20 +292,23 @@ st_pipe_vertex_format(const struct
>> gl_array_attributes *attrib)
>>         assert(size == 3 && !integer && format == GL_RGBA);
>>         return PIPE_FORMAT_R11G11B10_FLOAT;
>>        case GL_UNSIGNED_BYTE:
>>         if (format == GL_BGRA) {
>>            /* this is an odd-ball case */
>>            assert(normalized);
>>            return PIPE_FORMAT_B8G8R8A8_UNORM;
>>         }
>>         break;
>> +
>> +   case GL_UNSIGNED_INT64_ARB:
>> +      return PIPE_FORMAT_R32G32_UINT;
>>
>
> Is it not possible to have vectors of uint64 as attributes?
>

I don't think we support uint64 in shaders. We only support bindless
samplers, which can't be vectors.

Marek
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