On Fri, 25 Mar 2011 11:40:47 -0700, "Ian Romanick" <[email protected]> wrote:
> Previous to this patch series the mapping of GLSL built-in uniforms to Mesa
> state vectors happend in the back-end.  This posed a major problem for the
> planned conversion of the ARB_vertex_program assembler to GLSL IR.  In
> assembly shaders, developers can create the moral equivalent of uniform arrays
> that pull individual vector values from arbitrary pieces of state.  This makes
> it impossible to do name-to-slot matching in the back-end.

I like this.  Among other things, this should make it possible to split
the use of the builtin structure uniforms so that when someone loads,
say, gl_Point.size, they don't pull in the STATE_POINT_ATTENUATION state
and state flag as well.

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