mesa: add packing support for setting uniform handles
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@ -1523,10 +1523,20 @@ _mesa_uniform_handle(GLint location, GLsizei count, const GLvoid *values,
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/* Store the data in the "actual type" backing storage for the uniform.
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*/
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memcpy(&uni->storage[size_mul * components * offset], values,
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sizeof(uni->storage[0]) * components * count * size_mul);
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gl_constant_value *storage;
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if (ctx->Const.PackedDriverUniformStorage) {
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for (unsigned s = 0; s < uni->num_driver_storage; s++) {
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storage = (gl_constant_value *)
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uni->driver_storage[s].data + (size_mul * offset * components);
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memcpy(storage, values,
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sizeof(uni->storage[0]) * components * count * size_mul);
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}
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} else {
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memcpy(&uni->storage[size_mul * components * offset], values,
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sizeof(uni->storage[0]) * components * count * size_mul);
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_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
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_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
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}
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if (uni->type->is_sampler()) {
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/* Mark this bindless sampler as not bound to a texture unit because
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