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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