On 1 November 2016 6:00:46 pm AEDT, Timothy Arceri
wrote:
>On Tue, 2016-11-01 at 08:06 +0200, Tapani Pälli wrote:
>>
>> On 10/29/2016 03:29 AM, Kenneth Graunke wrote:
>> >
>> > On Friday, October 28, 2016 10:39:01 AM PDT Tapani Pälli wrote:
>> > >
>> > > On 10/28/2016 05:15 AM, Timothy Arcer
On Tue, 2016-11-01 at 08:06 +0200, Tapani Pälli wrote:
>
> On 10/29/2016 03:29 AM, Kenneth Graunke wrote:
> >
> > On Friday, October 28, 2016 10:39:01 AM PDT Tapani Pälli wrote:
> > >
> > > On 10/28/2016 05:15 AM, Timothy Arceri wrote:
> > > >
> > > > On Thu, 2016-10-27 at 18:51 -0700, Kenneth
On 10/29/2016 03:29 AM, Kenneth Graunke wrote:
On Friday, October 28, 2016 10:39:01 AM PDT Tapani Pälli wrote:
On 10/28/2016 05:15 AM, Timothy Arceri wrote:
On Thu, 2016-10-27 at 18:51 -0700, Kenneth Graunke wrote:
On Thursday, October 27, 2016 9:03:12 PM PDT Timothy Arceri wrote:
On Thu, 2
On Friday, October 28, 2016 10:39:01 AM PDT Tapani Pälli wrote:
> On 10/28/2016 05:15 AM, Timothy Arceri wrote:
> > On Thu, 2016-10-27 at 18:51 -0700, Kenneth Graunke wrote:
> >> On Thursday, October 27, 2016 9:03:12 PM PDT Timothy Arceri wrote:
> >>> On Thu, 2016-10-27 at 12:37 +1100, Timothy Arce
On 10/28/2016 05:15 AM, Timothy Arceri wrote:
On Thu, 2016-10-27 at 18:51 -0700, Kenneth Graunke wrote:
On Thursday, October 27, 2016 9:03:12 PM PDT Timothy Arceri wrote:
On Thu, 2016-10-27 at 12:37 +1100, Timothy Arceri wrote:
Agreed but as far as I can tell we shouldn't even need
gl_linked_s
On Thu, 2016-10-27 at 18:51 -0700, Kenneth Graunke wrote:
> On Thursday, October 27, 2016 9:03:12 PM PDT Timothy Arceri wrote:
> >
> > On Thu, 2016-10-27 at 12:37 +1100, Timothy Arceri wrote:
> > >
> > > Agreed but as far as I can tell we shouldn't even need
> > > gl_linked_shader
> > > after glL
On Thursday, October 27, 2016 9:03:12 PM PDT Timothy Arceri wrote:
> On Thu, 2016-10-27 at 12:37 +1100, Timothy Arceri wrote:
> > Agreed but as far as I can tell we shouldn't even need
> > gl_linked_shader
> > after glLinkProgram.
> >
> > We should probably just free it after linking. Everything w
On Thu, 2016-10-27 at 12:37 +1100, Timothy Arceri wrote:
> On Wed, 2016-10-26 at 20:19 -0400, Ilia Mirkin wrote:
> >
> > On Wed, Oct 26, 2016 at 8:08 PM, Timothy Arceri
> > wrote:
> > >
> > >
> > > On Wed, 2016-10-26 at 22:51 +1100, Timothy Arceri wrote:
> > > >
> > > >
> > > > On Wed, 2016-1
On Wed, 2016-10-26 at 20:19 -0400, Ilia Mirkin wrote:
> On Wed, Oct 26, 2016 at 8:08 PM, Timothy Arceri
> wrote:
> >
> > On Wed, 2016-10-26 at 22:51 +1100, Timothy Arceri wrote:
> > >
> > > On Wed, 2016-10-26 at 13:13 +0300, Tapani Pälli wrote:
> > > >
> > > >
> > > > Hi;
> > > >
> > > > On 1
On Wed, Oct 26, 2016 at 8:08 PM, Timothy Arceri
wrote:
> On Wed, 2016-10-26 at 22:51 +1100, Timothy Arceri wrote:
>> On Wed, 2016-10-26 at 13:13 +0300, Tapani Pälli wrote:
>> >
>> > Hi;
>> >
>> > On 10/26/2016 11:27 AM, Tapani Pälli wrote:
>> > >
>> > >
>> > >
>> > >
>> > > On 10/26/2016 11:21 AM,
On Wed, 2016-10-26 at 22:51 +1100, Timothy Arceri wrote:
> On Wed, 2016-10-26 at 13:13 +0300, Tapani Pälli wrote:
> >
> > Hi;
> >
> > On 10/26/2016 11:27 AM, Tapani Pälli wrote:
> > >
> > >
> > >
> > >
> > > On 10/26/2016 11:21 AM, Timothy Arceri wrote:
> > > >
> > > >
> > > > On Wed, 2016-
On Wed, 2016-10-26 at 13:13 +0300, Tapani Pälli wrote:
> Hi;
>
> On 10/26/2016 11:27 AM, Tapani Pälli wrote:
> >
> >
> >
> > On 10/26/2016 11:21 AM, Timothy Arceri wrote:
> > >
> > > On Wed, 2016-10-26 at 08:50 +0300, Tapani Pälli wrote:
> > > >
> > > >
> > > > On 10/26/2016 08:15 AM, Timoth
Hi;
On 10/26/2016 11:27 AM, Tapani Pälli wrote:
On 10/26/2016 11:21 AM, Timothy Arceri wrote:
On Wed, 2016-10-26 at 08:50 +0300, Tapani Pälli wrote:
On 10/26/2016 08:15 AM, Timothy Arceri wrote:
On Tue, 2016-10-25 at 09:39 +0300, Tapani Pälli wrote:
SSO shader programs can be later modi
On 10/26/2016 11:21 AM, Timothy Arceri wrote:
On Wed, 2016-10-26 at 08:50 +0300, Tapani Pälli wrote:
On 10/26/2016 08:15 AM, Timothy Arceri wrote:
On Tue, 2016-10-25 at 09:39 +0300, Tapani Pälli wrote:
SSO shader programs can be later modified by attaching/detaching
shaders and relinked,
On Wed, 2016-10-26 at 08:50 +0300, Tapani Pälli wrote:
>
> On 10/26/2016 08:15 AM, Timothy Arceri wrote:
> >
> > On Tue, 2016-10-25 at 09:39 +0300, Tapani Pälli wrote:
> > >
> > > SSO shader programs can be later modified by attaching/detaching
> > > shaders and relinked, this requires IR.
> >
On 10/26/2016 08:15 AM, Timothy Arceri wrote:
On Tue, 2016-10-25 at 09:39 +0300, Tapani Pälli wrote:
SSO shader programs can be later modified by attaching/detaching
shaders and relinked, this requires IR.
Doesn't relinking recreate the IR? We can relink exiting shaders into
new programs. Th
On Tue, 2016-10-25 at 09:39 +0300, Tapani Pälli wrote:
> SSO shader programs can be later modified by attaching/detaching
> shaders and relinked, this requires IR.
Doesn't relinking recreate the IR? We can relink exiting shaders into
new programs. The IR is cloned from gl_shader (the compiled IR)
SSO shader programs can be later modified by attaching/detaching
shaders and relinked, this requires IR. This patch fixes regression
caused by 4542c7ed5fc6d8cb2495d322b4f06d802d7292cc.
Signed-off-by: Tapani Pälli
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715
Cc: "12.0 13.0"
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