On 24/04/17 20:35, Samuel Pitoiset wrote:
The ARB_bindless_texture spec says:

    "Interactions with GLSL 4.20"

    "Without GLSL 4.20 support, sampler and image uniforms may only
     be initialized through the OpenGL API. With GLSL 4.20, sampler
     and image uniforms may be initialized in the shader using

     layout(binding = integer-constant)

     as described in section 4.4.4 "Opaque-Uniform Layout Qualifiers".
     When ARB_bindless_texture is supported, these initial binding
     values are always taken to mean a texture image or image unit
     number, not a bindless handle."

Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>
---
  src/compiler/glsl/ast_to_hir.cpp | 20 ++++++++++++++++++++
  1 file changed, 20 insertions(+)

diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
index ae81ed95d8..943c25a224 100644
--- a/src/compiler/glsl/ast_to_hir.cpp
+++ b/src/compiler/glsl/ast_to_hir.cpp
@@ -2920,6 +2920,26 @@ apply_explicit_binding(struct _mesa_glsl_parse_state 
*state,
        return;
     }
+ /* The ARB_bindless_texture_spec says:
+    *
+    * "Interactions with GLSL 4.20"
+    *
+    * "Without GLSL 4.20 support, sampler and image uniforms may only be
+    *  initialized through the OpenGL API. With GLSL 4.20, sampler and image
+    *  uniforms may be initialized in the shader using
+    *
+    *  layout(binding = integer-constant)
+    *
+    *  as described in section 4.4.4 "Opaque-Uniform Layout Qualifiers".  When
+    *  ARB_bindless_texture is supported, these initial binding values are
+    *  always taken to mean a texture image or image unit number, not a
+    *  bindless handle."
+    */
+   if (state->has_bindless() &&
+       (base_type->is_sampler() || base_type->is_image())) {
+      var->data.bindless = false;
+   }

You could probably just drop the has_bindless() check here. Either way:

16-19 are:

Reviewed-by: Timothy Arceri <tarc...@itsqueeze.com>

+
     var->data.explicit_binding = true;
     var->data.binding = qual_binding;
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