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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