Timothy Arceri <[email protected]> writes:

> This will allow us to move some fields from gl_linked_shader to
> gl_program, which will allow us to do some clean-ups like storing
> gl_program directly in the CurrentProgram array in gl_pipeline_object
> enabling some small validation optimisations at draw time.
>
> Also it is error prone to depend on the gl_linked_shader for
> programs in current use because a failed linking attempt will free
> infomation about the current program. In i965 we could be trying
> to recompile a shader variant but may have lost some required fields.

It's a bit funny to be talking about all this, when the purpose of this
patch in this series is to make it so that the shader_info can be
ralloced.  Maybe mention that?

The series as a whole should get things working again, though, so I'd
like to see it land.  Reviewed-by: Eric Anholt <[email protected]>

(I was actually in the middle of testing a workaround based on calling
nir_gather_info, because I needed vc4 fixed).

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